http://wiki.xmoto.tuxfamily.org/api.php?action=feedcontributions&user=The+only+dude&feedformat=atomX-Moto - User contributions [en]2024-03-28T16:26:56ZUser contributionsMediaWiki 1.28.2http://wiki.xmoto.tuxfamily.org/index.php?title=How_to_create_smooth_levels_using_Inkscape&diff=5453How to create smooth levels using Inkscape2010-11-11T10:02:11Z<p>The only dude: /* Inksmoto Level Editor versions */</p>
<hr />
<div>[[Ca:Inkscape|Català]] - [[Es:Inkscape|Español]] - [[Das Erstellen eines Levels mit Inkskape|Deutsch]]<br />
<br />
==svg2lvl changes its name, it's now called: '''Inksmoto Level Editor'''==<br />
<br />
=Inksmoto Level Editor versions=<br />
<br />
Use the documentation appropriate to your version of Inksmoto Level Editor<br />
<br />
* [[Inkscape-0.2.0| Old version (0.2.0)]]<br />
* [[Inkscape-0.3.0| Old version (0.3.0)]]<br />
* [[Inkscape-0.4.0| Old version (0.4.0)]]<br />
* [[Inksmoto-0.5.0| Old version (0.5.1)]]<br />
* [[Inksmoto-0.6.0| Old version (0.6.0)]]<br />
* [[Inksmoto-0.7.0| Actual version (0.7.0)]]<br />
* [[Inkscape-dev|Developpement version]]<br />
<br />
=Short description=<br />
<br />
Inksmoto Level Editor is the new xmoto level editor. It uses [http://www.inkscape.org Inkscape] to draw levels, then it allows you to save your drawing as a xmoto level (.lvl file). It also allow you to edit xmoto level properties from within [http://www.inkscape.org Inkscape] such as make background block, strawberries, ...<br />
<br />
Inksmoto Level Editor is written in [http://www.python.org/ Python], it's an [http://www.inkscape.org Inkscape] extension.</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4581Inksmoto-0.7.02010-05-22T10:59:19Z<p>The only dude: /* Install the Inksmoto shortcuts */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
==Required softwares==<br />
<br />
The 0.7.0~rc1 version of Inksmoto requires Inkscape 0.46 or 0.47.<br />
* inkscape (>=0.46)<br />
* python (>=2.5) (tested on 2.5)<br />
* python-lxml<br />
* python-gtk2<br />
* libglade2<br />
<br />
==Installation on Windows==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/Inkscape-0.46.1_inksmoto-0.7.0~rc1_win32.exe<br />
<br />
==Installation on Linux==<br />
<br />
===Ubuntu===<br />
<br />
Under Debian/Ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
sudo dpkg -i inksmoto-0.7.0~rc1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
** double click on it from the file explorer to install it (with GDebi in Gnome for example)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
===Other Linuxes===<br />
<br />
Install the prerequisites first then install Inksmoto:<br />
cd ~<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.tar.gz<br />
cd /usr/share/inkscape<br />
sudo tar zxvf ~/inksmoto-0.7.0~rc1.tar.gz<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Installation on MacOS X==<br />
<br />
Use the .dmg to install when it'll be available.<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Checkpoint'': Convert the selected shapes into a checkpoint.<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"d": change the selected objects into checkpoint<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==<br />
<br />
==Add support for checkpoints==<br />
<br />
==Allow sprites free rotation degrees==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4580Inksmoto-0.7.02010-05-22T10:58:36Z<p>The only dude: /* The Xmoto extensions */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
==Required softwares==<br />
<br />
The 0.7.0~rc1 version of Inksmoto requires Inkscape 0.46 or 0.47.<br />
* inkscape (>=0.46)<br />
* python (>=2.5) (tested on 2.5)<br />
* python-lxml<br />
* python-gtk2<br />
* libglade2<br />
<br />
==Installation on Windows==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/Inkscape-0.46.1_inksmoto-0.7.0~rc1_win32.exe<br />
<br />
==Installation on Linux==<br />
<br />
===Ubuntu===<br />
<br />
Under Debian/Ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
sudo dpkg -i inksmoto-0.7.0~rc1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
** double click on it from the file explorer to install it (with GDebi in Gnome for example)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
===Other Linuxes===<br />
<br />
Install the prerequisites first then install Inksmoto:<br />
cd ~<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.tar.gz<br />
cd /usr/share/inkscape<br />
sudo tar zxvf ~/inksmoto-0.7.0~rc1.tar.gz<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Installation on MacOS X==<br />
<br />
Use the .dmg to install when it'll be available.<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Checkpoint'': Convert the selected shapes into a checkpoint.<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==<br />
<br />
==Add support for checkpoints==<br />
<br />
==Allow sprites free rotation degrees==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4579Inksmoto-0.7.02010-05-22T10:57:31Z<p>The only dude: /* Tutorial: What's new in 0.7.0 */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
==Required softwares==<br />
<br />
The 0.7.0~rc1 version of Inksmoto requires Inkscape 0.46 or 0.47.<br />
* inkscape (>=0.46)<br />
* python (>=2.5) (tested on 2.5)<br />
* python-lxml<br />
* python-gtk2<br />
* libglade2<br />
<br />
==Installation on Windows==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/Inkscape-0.46.1_inksmoto-0.7.0~rc1_win32.exe<br />
<br />
==Installation on Linux==<br />
<br />
===Ubuntu===<br />
<br />
Under Debian/Ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
sudo dpkg -i inksmoto-0.7.0~rc1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
** double click on it from the file explorer to install it (with GDebi in Gnome for example)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
===Other Linuxes===<br />
<br />
Install the prerequisites first then install Inksmoto:<br />
cd ~<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.tar.gz<br />
cd /usr/share/inkscape<br />
sudo tar zxvf ~/inksmoto-0.7.0~rc1.tar.gz<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Installation on MacOS X==<br />
<br />
Use the .dmg to install when it'll be available.<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==<br />
<br />
==Add support for checkpoints==<br />
<br />
==Allow sprites free rotation degrees==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4477Inksmoto-0.7.02009-09-30T15:29:27Z<p>The only dude: /* About */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
==Required softwares==<br />
<br />
The 0.7.0~rc1 version of Inksmoto requires Inkscape 0.46 or 0.47.<br />
* inkscape (>=0.46)<br />
* python (>=2.5) (tested on 2.5)<br />
* python-lxml<br />
* python-gtk2<br />
* libglade2<br />
<br />
==Installation on Windows==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/Inkscape-0.46.1_inksmoto-0.7.0~rc1_win32.exe<br />
<br />
==Installation on Linux==<br />
<br />
===Ubuntu===<br />
<br />
Under Debian/Ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
sudo dpkg -i inksmoto-0.7.0~rc1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
** double click on it from the file explorer to install it (with GDebi in Gnome for example)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
===Other Linuxes===<br />
<br />
Install the prerequisites first then install Inksmoto:<br />
cd ~<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.tar.gz<br />
cd /usr/share/inkscape<br />
sudo tar zxvf ~/inksmoto-0.7.0~rc1.tar.gz<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Installation on MacOS X==<br />
<br />
Use the .dmg to install when it'll be available.<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4476Inksmoto-0.7.02009-09-30T15:29:00Z<p>The only dude: /* Installation */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
==Required softwares==<br />
<br />
The 0.7.0~rc1 version of Inksmoto requires Inkscape 0.46 or 0.47.<br />
* inkscape (>=0.46)<br />
* python (>=2.5) (tested on 2.5)<br />
* python-lxml<br />
* python-gtk2<br />
* libglade2<br />
<br />
==Installation on Windows==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/Inkscape-0.46.1_inksmoto-0.7.0~rc1_win32.exe<br />
<br />
==Installation on Linux==<br />
<br />
===Ubuntu===<br />
<br />
Under Debian/Ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
sudo dpkg -i inksmoto-0.7.0~rc1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.deb<br />
** double click on it from the file explorer to install it (with GDebi in Gnome for example)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
===Other Linuxes===<br />
<br />
Install the prerequisites first then install Inksmoto:<br />
cd ~<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/0.7.0~rc1/inksmoto-0.7.0~rc1.tar.gz<br />
cd /usr/share/inkscape<br />
sudo tar zxvf ~/inksmoto-0.7.0~rc1.tar.gz<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Installation on MacOS X==<br />
<br />
Use the .dmg to install when it'll be available.<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4475Inkscape-dev2009-09-30T15:16:32Z<p>The only dude: /* Installation of the prerequisites */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
*libglade2-0<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2 libglade2-0<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
not supported for the dev version (DIY if you want).<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4474Inkscape-dev2009-09-30T15:16:17Z<p>The only dude: /* Required softwares */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
*libglade2-0<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
not supported for the dev version (DIY if you want).<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4473Inksmoto-0.7.02009-09-26T18:39:53Z<p>The only dude: /* Example */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Double click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4472Inksmoto-0.7.02009-09-26T18:24:59Z<p>The only dude: </p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_070_1.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_070_2.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_070_3.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_070_4.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_070_5.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_070_5.png&diff=4471File:Inksmoto 070 5.png2009-09-26T18:23:18Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_070_4.png&diff=4470File:Inksmoto 070 4.png2009-09-26T18:23:10Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_070_3.png&diff=4469File:Inksmoto 070 3.png2009-09-26T18:22:59Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_070_2.png&diff=4468File:Inksmoto 070 2.png2009-09-26T18:22:48Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_070_1.png&diff=4467File:Inksmoto 070 1.png2009-09-26T18:22:32Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.7.0&diff=4466Inksmoto-0.7.02009-09-26T13:30:39Z<p>The only dude: </p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x, 0.5.x and 0.6.x tutorials which applies to the 0.7.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
*[[Inksmoto-0.6.0|Inksmoto 0.6.0 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"n": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.7.0=<br />
<br />
==Optimize inksmoto: conversion from svg to lvl is now up to six times faster==<br />
<br />
==Replace Tk with Gtk for windows toolkit==<br />
<br />
==Extend range of edge texture depth to negative values==<br />
<br />
==Per Block Smoothness==<br />
<br />
==Use the theme scale/depth for default value of edges==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4465Inkscape-dev2009-09-25T22:50:06Z<p>The only dude: /* Disclaimer */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
not supported for the dev version (DIY if you want).<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4464Inkscape-dev2009-09-25T22:20:45Z<p>The only dude: </p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
not supported for the dev version (DIY if you want).<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4463Inkscape-dev2009-09-25T22:19:58Z<p>The only dude: /* Installation on Mac OS X */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
not supported for the dev version (DIY if you want).<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2&do=index</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4462Inkscape-dev2009-09-25T22:19:23Z<p>The only dude: /* Installation on Windows */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
not supported for the dev version (DIY if you want to test).<br />
<br />
=Installation on Mac OS X=<br />
<br />
==Download==<br />
*Python 2.5: http://pythonmac.org/packages/py25-fat/dmg/python-2.5-macosx.dmg<br />
*PIL 1.1.6: http://pythonmac.org/packages/py25-fat/dmg/PIL-1.1.6-py2.5-macosx10.4-2007-05-18.dmg<br />
*Inkscape 0.46: <br />
** Leopard: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-2.LEOPARD.UNIVERSAL.dmg<br />
** Tiger: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-3.TIGER.UNIVERSAL.dmg<br />
<br />
==Install==<br />
<br />
Install them.<br />
<br />
==Download Inksmoto==<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
[edit]<br />
<br />
==Install Inksmoto==<br />
<br />
Extract extensions.tar.gz with the appropriate Mac OS X tool. Then copy the content of the extracted extensions directory into:<br />
<br />
/<look on a macosx to know the inkscape installation directory>/extensions/<br />
<br />
(It will ask you if you want to replace existed inkex.py and bezmisc.py, you can do it, as they are the same as the one from Inksmoto)<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2&do=index</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4461Inkscape-dev2009-09-25T22:17:44Z<p>The only dude: /* Using the .deb file */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
==Using the generated setup==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/dev/Inkscape-0.46_inksmoto-0.5.0~svn_win32.exe <br />
<br />
==Manual installation==<br />
<br />
===Download===<br />
<br />
*Python 2.5: http://python.org/ftp/python/2.5.2/python-2.5.2.msi<br />
*PIL 1.1.6: http://effbot.org/downloads/PIL-1.1.6.win32-py2.5.exe<br />
*Inkscape 0.46: http://downloads.sourceforge.net/inkscape/Inkscape-0.46.win32.exe<br />
<br />
===Install them===<br />
<br />
Install them by double clicking on the .exe/.msi files.<br />
<br />
===Copy===<br />
<br />
Copy those files/directories from your Python 2.5 installation into your Inkscape 0.46 installation:<br />
C:\Python25\Lib\lib-tk in C:\Program Files\Inkscape\python\Lib\<br />
C:\Python25\DLLs\_tkinter.pyd in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tk84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tcl84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\tcl in C:\Program Files\Inkscape\python\<br />
C:\Python25\site-packages\PIL in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
C:\Python25\site-packages\PIL.pth in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
<br />
===Download===<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
===Remove old version of Inksmoto===<br />
<br />
If you have installed previous svn versions of Inksmoto, to avoid potentials conflicts, you should better delete this directory:<br />
C:\Documents And Settings\<Your Name>\Application Data\Inkscape\extensions\<br />
<br />
==Updating the svn version==<br />
<br />
===Download===<br />
<br />
Latest svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
=Installation on Mac OS X=<br />
<br />
==Download==<br />
*Python 2.5: http://pythonmac.org/packages/py25-fat/dmg/python-2.5-macosx.dmg<br />
*PIL 1.1.6: http://pythonmac.org/packages/py25-fat/dmg/PIL-1.1.6-py2.5-macosx10.4-2007-05-18.dmg<br />
*Inkscape 0.46: <br />
** Leopard: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-2.LEOPARD.UNIVERSAL.dmg<br />
** Tiger: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-3.TIGER.UNIVERSAL.dmg<br />
<br />
==Install==<br />
<br />
Install them.<br />
<br />
==Download Inksmoto==<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
[edit]<br />
<br />
==Install Inksmoto==<br />
<br />
Extract extensions.tar.gz with the appropriate Mac OS X tool. Then copy the content of the extracted extensions directory into:<br />
<br />
/<look on a macosx to know the inkscape installation directory>/extensions/<br />
<br />
(It will ask you if you want to replace existed inkex.py and bezmisc.py, you can do it, as they are the same as the one from Inksmoto)<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2&do=index</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4460Inkscape-dev2009-09-25T22:17:03Z<p>The only dude: /* Installation of the prerequisites */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-gtk2<br />
<br />
==Using the .deb file==<br />
<br />
Under debian/ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/dev/inksmoto-0.5.0~svn-1.deb<br />
sudo dpkg -i inksmoto-0.5.0~svn-1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/dev/inksmoto-0.5.0~svn-1.deb<br />
** double click on it from the file explorer to install it (with GDebi)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
==Using the generated setup==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/dev/Inkscape-0.46_inksmoto-0.5.0~svn_win32.exe <br />
<br />
==Manual installation==<br />
<br />
===Download===<br />
<br />
*Python 2.5: http://python.org/ftp/python/2.5.2/python-2.5.2.msi<br />
*PIL 1.1.6: http://effbot.org/downloads/PIL-1.1.6.win32-py2.5.exe<br />
*Inkscape 0.46: http://downloads.sourceforge.net/inkscape/Inkscape-0.46.win32.exe<br />
<br />
===Install them===<br />
<br />
Install them by double clicking on the .exe/.msi files.<br />
<br />
===Copy===<br />
<br />
Copy those files/directories from your Python 2.5 installation into your Inkscape 0.46 installation:<br />
C:\Python25\Lib\lib-tk in C:\Program Files\Inkscape\python\Lib\<br />
C:\Python25\DLLs\_tkinter.pyd in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tk84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tcl84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\tcl in C:\Program Files\Inkscape\python\<br />
C:\Python25\site-packages\PIL in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
C:\Python25\site-packages\PIL.pth in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
<br />
===Download===<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
===Remove old version of Inksmoto===<br />
<br />
If you have installed previous svn versions of Inksmoto, to avoid potentials conflicts, you should better delete this directory:<br />
C:\Documents And Settings\<Your Name>\Application Data\Inkscape\extensions\<br />
<br />
==Updating the svn version==<br />
<br />
===Download===<br />
<br />
Latest svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
=Installation on Mac OS X=<br />
<br />
==Download==<br />
*Python 2.5: http://pythonmac.org/packages/py25-fat/dmg/python-2.5-macosx.dmg<br />
*PIL 1.1.6: http://pythonmac.org/packages/py25-fat/dmg/PIL-1.1.6-py2.5-macosx10.4-2007-05-18.dmg<br />
*Inkscape 0.46: <br />
** Leopard: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-2.LEOPARD.UNIVERSAL.dmg<br />
** Tiger: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-3.TIGER.UNIVERSAL.dmg<br />
<br />
==Install==<br />
<br />
Install them.<br />
<br />
==Download Inksmoto==<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
[edit]<br />
<br />
==Install Inksmoto==<br />
<br />
Extract extensions.tar.gz with the appropriate Mac OS X tool. Then copy the content of the extracted extensions directory into:<br />
<br />
/<look on a macosx to know the inkscape installation directory>/extensions/<br />
<br />
(It will ask you if you want to replace existed inkex.py and bezmisc.py, you can do it, as they are the same as the one from Inksmoto)<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2&do=index</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inkscape-dev&diff=4459Inkscape-dev2009-09-25T22:16:37Z<p>The only dude: /* Required softwares */</p>
<hr />
<div>[[Ca:Inkscape-dev|Català]] - [[Es:Inkscape-dev|Español]]<br />
<br />
----<br />
=Documentation for the developpement version of Inksmoto Level Editor=<br />
----<br />
<br />
=Disclaimer=<br />
<br />
This version of Inksmoto Level Editor is not stable and not fully tested, but you can test it anyway.<br />
<br />
Svg made with the 0.2.0 version of Inksmoto Level Editor are not compatible with this developement version of Inksmoto Level Editor.<br />
<br />
=Required softwares =<br />
<br />
The next version of Inksmoto will require Inkscape 0.46 or 0.47 This version of Inkscape no longer uses python-xml, but lxml instead. PyGtk is now needed instead of Tk. And python too (don't know the minimum required version required, but Inkscape 0.46 is packaged with python 2.5).<br />
*inkscape<br />
*python<br />
*python-lxml<br />
*python-gtk2<br />
<br />
=Installation on Linux =<br />
<br />
==Installation of the prerequisites==<br />
<br />
For example on a debian/ubuntu:<br />
sudo apt-get install inkscape python python-lxml python-tk python-imaging-tk<br />
<br />
==Using the .deb file==<br />
<br />
Under debian/ubuntu, you can use this .deb file to install Inksmoto with the command line or graphically:<br />
<br />
*Command line:<br />
wget http://download.tuxfamily.org/xmoto/svg2lvl/dev/inksmoto-0.5.0~svn-1.deb<br />
sudo dpkg -i inksmoto-0.5.0~svn-1.deb<br />
<br />
*Graphically:<br />
** download the .deb file http://download.tuxfamily.org/xmoto/svg2lvl/dev/inksmoto-0.5.0~svn-1.deb<br />
** double click on it from the file explorer to install it (with GDebi)<br />
<br />
Warning:<br />
'''If you have previously installed the svn version in your home dir, you should better delete it''':<br />
rm -rf ~/.inkscape/extensions<br />
<br />
==Using the svn==<br />
<br />
run:<br />
sudo apt-get install subversion<br />
mkdir ~/.inkscape<br />
cd ~/.inkscape<br />
svn co svn://svn.tuxfamily.org/svnroot/xmoto/svg2lvl/trunk/extensions<br />
<br />
= Installation on Windows =<br />
<br />
==Using the generated setup==<br />
<br />
Just download and execute this executable: http://download.tuxfamily.org/xmoto/svg2lvl/dev/Inkscape-0.46_inksmoto-0.5.0~svn_win32.exe <br />
<br />
==Manual installation==<br />
<br />
===Download===<br />
<br />
*Python 2.5: http://python.org/ftp/python/2.5.2/python-2.5.2.msi<br />
*PIL 1.1.6: http://effbot.org/downloads/PIL-1.1.6.win32-py2.5.exe<br />
*Inkscape 0.46: http://downloads.sourceforge.net/inkscape/Inkscape-0.46.win32.exe<br />
<br />
===Install them===<br />
<br />
Install them by double clicking on the .exe/.msi files.<br />
<br />
===Copy===<br />
<br />
Copy those files/directories from your Python 2.5 installation into your Inkscape 0.46 installation:<br />
C:\Python25\Lib\lib-tk in C:\Program Files\Inkscape\python\Lib\<br />
C:\Python25\DLLs\_tkinter.pyd in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tk84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\DLLs\tcl84.dll in C:\Program Files\Inkscape\python\DLLs\<br />
C:\Python25\tcl in C:\Program Files\Inkscape\python\<br />
C:\Python25\site-packages\PIL in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
C:\Python25\site-packages\PIL.pth in C:\Program Files\Inkscape\python\Lib\site-packages\<br />
<br />
===Download===<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
===Remove old version of Inksmoto===<br />
<br />
If you have installed previous svn versions of Inksmoto, to avoid potentials conflicts, you should better delete this directory:<br />
C:\Documents And Settings\<Your Name>\Application Data\Inkscape\extensions\<br />
<br />
==Updating the svn version==<br />
<br />
===Download===<br />
<br />
Latest svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
<br />
===Install===<br />
<br />
Extract extensions.tar.gz with ''7z'' or ''WinRar''.<br />
Then copy the content of the extracted ''extensions'' directory into:<br />
C:\Program Files\Inkscape\share\extensions\<br />
(It will ask you if you want to replace existed ''inkex.py'' and ''bezmisc.py'', you can do it, as they are the same as the one from Inksmoto)<br />
<br />
=Installation on Mac OS X=<br />
<br />
==Download==<br />
*Python 2.5: http://pythonmac.org/packages/py25-fat/dmg/python-2.5-macosx.dmg<br />
*PIL 1.1.6: http://pythonmac.org/packages/py25-fat/dmg/PIL-1.1.6-py2.5-macosx10.4-2007-05-18.dmg<br />
*Inkscape 0.46: <br />
** Leopard: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-2.LEOPARD.UNIVERSAL.dmg<br />
** Tiger: http://downloads.sourceforge.net/inkscape/Inkscape-0.46-3.TIGER.UNIVERSAL.dmg<br />
<br />
==Install==<br />
<br />
Install them.<br />
<br />
==Download Inksmoto==<br />
<br />
Svn Inksmoto: http://svn.tuxfamily.org/viewvc.cgi/xmoto_svg2lvl/trunk/extensions.tar.gz?view=tar<br />
[edit]<br />
<br />
==Install Inksmoto==<br />
<br />
Extract extensions.tar.gz with the appropriate Mac OS X tool. Then copy the content of the extracted extensions directory into:<br />
<br />
/<look on a macosx to know the inkscape installation directory>/extensions/<br />
<br />
(It will ask you if you want to replace existed inkex.py and bezmisc.py, you can do it, as they are the same as the one from Inksmoto)<br />
<br />
= TODO =<br />
<br />
You can see the progress of the developpement in the bug tracker:<br />
http://todo.xmoto.tuxfamily.org/index.php?project=2&do=index</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=How_to_create_smooth_levels_using_Inkscape&diff=4458How to create smooth levels using Inkscape2009-09-25T22:12:29Z<p>The only dude: /* Inksmoto Level Editor versions */</p>
<hr />
<div>[[Ca:Inkscape|Català]] - [[Es:Inkscape|Español]] - [[Das Erstellen eines Levels mit Inkskape|Deutsch]]<br />
<br />
==svg2lvl changes its name, it's now called: '''Inksmoto Level Editor'''==<br />
<br />
=Inksmoto Level Editor versions=<br />
<br />
Use the documentation appropriate to your version of Inksmoto Level Editor<br />
<br />
* [[Inkscape-0.2.0| Old version (0.2.0)]]<br />
* [[Inkscape-0.3.0| Old version (0.3.0)]]<br />
* [[Inkscape-0.4.0| Old version (0.4.0)]]<br />
* [[Inksmoto-0.5.0| Old version (0.5.1)]]<br />
* [[Inksmoto-0.6.0| Actual version (0.6.0)]]<br />
* [[Inksmoto-0.7.0| Next version (0.7.0)]]<br />
* [[Inkscape-dev|Developpement version]]<br />
<br />
=Short description=<br />
<br />
Inksmoto Level Editor is the new xmoto level editor. It uses [http://www.inkscape.org Inkscape] to draw levels, then it allows you to save your drawing as a xmoto level (.lvl file). It also allow you to edit xmoto level properties from within [http://www.inkscape.org Inkscape] such as make background block, strawberries, ...<br />
<br />
Inksmoto Level Editor is written in [http://www.python.org/ Python], it's an [http://www.inkscape.org Inkscape] extension.</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=4433Inksmoto-0.6.02009-08-24T15:12:58Z<p>The only dude: /* Support for Xmoto 0.5.2 features */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
***To open Application Data you might have to do Start->run...(or Win-Button+R)->%APPDATA%<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description : [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
[[Image:Inksmoto_060_05.png]]<br />
<br />
==automatic generation of regression tests to inksmoto==<br />
<br />
Now you can record what you're doing in Inksmoto and replay it later.<br />
This is an easy way to generate the unittests for Inksmoto.<br />
<br />
Use the two extensions in the 'Other' menu to record your sessions.<br />
The tests are generated in ''~/.inkscape/extensions/cur_tests''.<br />
<br />
You can play the generated tests with:<br />
cd <inksmoto install dir>/inksmoto/inksmoto_unittests<br />
python xmotoTestCase.py<br />
<br />
Example:<br />
~/bordel/svg2lvl-svn/inkscape/extensions/inksmoto/inksmoto_unittests$ python xmotoTestCase.py<br />
tests from module 'test_testBlocks' loaded<br />
...<br />
----------------------------------------------------------------------<br />
Ran 3 tests in 0.511s<br />
<br />
OK<br />
<br />
==Support for Xmoto 0.5.2 features==<br />
<br />
You can set a block color and texture.<br />
<br />
You can customise the edge effects:<br />
*color<br />
*scale<br />
*depth<br />
<br />
[[Image:Inksmoto_060_06.png]]<br />
<br />
==Support for Inkscape 0.47==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_060_06.png&diff=4429File:Inksmoto 060 06.png2009-08-22T11:40:08Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=4428Inksmoto-0.6.02009-08-22T11:39:54Z<p>The only dude: /* Tutorial: What's new in 0.6.0 */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, set the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description : [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
[[Image:Inksmoto_060_05.png]]<br />
<br />
==automatic generation of regression tests to inksmoto==<br />
<br />
Now you can record what you're doing in Inksmoto and replay it later.<br />
This is an easy way to generate the unittests for Inksmoto.<br />
<br />
Use the two extensions in the 'Other' menu to record your sessions.<br />
The tests are generated in ''~/.inkscape/extensions/cur_tests''.<br />
<br />
You can play the generated tests with:<br />
cd <inksmoto install dir>/inksmoto/inksmoto_unittests<br />
python xmotoTestCase.py<br />
<br />
Example:<br />
~/bordel/svg2lvl-svn/inkscape/extensions/inksmoto/inksmoto_unittests$ python xmotoTestCase.py<br />
tests from module 'test_testBlocks' loaded<br />
...<br />
----------------------------------------------------------------------<br />
Ran 3 tests in 0.511s<br />
<br />
OK<br />
<br />
==Support for Xmoto 0.5.2 features==<br />
<br />
You can set a block color and texture.<br />
<br />
You can customise the edge effects:<br />
*color<br />
*scale<br />
*depth<br />
<br />
[[Image:Inksmoto_060_06.png]]</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=How_to_validate_a_sprite&diff=4427How to validate a sprite2009-08-22T11:33:24Z<p>The only dude: /* Updating a sprite */</p>
<hr />
<div>= How to validate =<br />
* Download the image file<br />
* Put it to .xmoto/textures/ where it belongs to<br />
* Edit you theme file xml<br />
* Fix the theme file xml (most probably screwed ;-))<br />
* Re-Upload sprite with your theme xml<br />
* Remove old upload<br />
* Click Validate<br />
<br />
= Notes =<br />
There is a glitch in the website code which causes <br />
* Validating of animated and normal sprites break, the link generated for the website doens't work, so it must be fixed by hand (to be continuted)<br />
<br />
=Updating a sprite=<br />
<br />
#update the image on the xmoto server<br />
#update the image md5sum in the website database<br />
#update the image in the svn if it's already in it<br />
#regenerate the themes<br />
#update themes in the svn<br />
#update the package.lst so that xmoto.bin got regenerated<br />
#update the 92x92 bitmap used by inksmoto in ftp://<user>@ftp.tuxfamily.org:21/xmoto/xmoto.tuxfamily.org-web/htdocs/svg2lvl/xmoto_bitmap/ and in svn in extensions/inksmoto/xmoto_bitmap</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=How_to_validate_a_sprite&diff=4426How to validate a sprite2009-08-22T11:27:48Z<p>The only dude: /* Updating a sprite */</p>
<hr />
<div>= How to validate =<br />
* Download the image file<br />
* Put it to .xmoto/textures/ where it belongs to<br />
* Edit you theme file xml<br />
* Fix the theme file xml (most probably screwed ;-))<br />
* Re-Upload sprite with your theme xml<br />
* Remove old upload<br />
* Click Validate<br />
<br />
= Notes =<br />
There is a glitch in the website code which causes <br />
* Validating of animated and normal sprites break, the link generated for the website doens't work, so it must be fixed by hand (to be continuted)<br />
<br />
=Updating a sprite=<br />
<br />
#update the image on the xmoto server<br />
#update the image md5sum in the website database<br />
#update the image in the svn if it's already in it<br />
#regenerate the themes<br />
#update themes in the svn<br />
#update the package.lst so that xmoto.bin got regenerated<br />
#update the 92x92 bitmap used by inksmoto (in ftp://<user>@ftp.tuxfamily.org:21/xmoto/xmoto.tuxfamily.org-web/htdocs/svg2lvl/xmoto_bitmap/)</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=How_to_validate_a_sprite&diff=4425How to validate a sprite2009-08-21T16:00:57Z<p>The only dude: </p>
<hr />
<div>= How to validate =<br />
* Download the image file<br />
* Put it to .xmoto/textures/ where it belongs to<br />
* Edit you theme file xml<br />
* Fix the theme file xml (most probably screwed ;-))<br />
* Re-Upload sprite with your theme xml<br />
* Remove old upload<br />
* Click Validate<br />
<br />
= Notes =<br />
There is a glitch in the website code which causes <br />
* Validating of animated and normal sprites break, the link generated for the website doens't work, so it must be fixed by hand (to be continuted)<br />
<br />
=Updating a sprite=<br />
<br />
# update the image on the xmoto server<br />
#update the image md5sum in the website database<br />
#update the image in the svn if it's already in it<br />
#regenerate the themes<br />
#update themes in the svn<br />
#update the package.lst so that xmoto.bin got regenerated</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3996Inksmoto-0.6.02009-04-19T21:26:15Z<p>The only dude: /* Show xmoto sprites in Inkscape */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description : [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
[[Image:Inksmoto_060_05.png]]<br />
<br />
==automatic generation of regression tests to inksmoto==<br />
<br />
Now you can record what you're doing in Inksmoto and replay it later.<br />
This is an easy way to generate the unittests for Inksmoto.<br />
<br />
Use the two extensions in the 'Other' menu to record your sessions.<br />
The tests are generated in ''~/.inkscape/extensions/cur_tests''.<br />
<br />
You can play the generated tests with:<br />
cd <inksmoto install dir>/inksmoto/inksmoto_unittests<br />
python xmotoTestCase.py<br />
<br />
Example:<br />
~/bordel/svg2lvl-svn/inkscape/extensions/inksmoto/inksmoto_unittests$ python xmotoTestCase.py<br />
tests from module 'test_testBlocks' loaded<br />
...<br />
----------------------------------------------------------------------<br />
Ran 3 tests in 0.511s<br />
<br />
OK</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_060_05.png&diff=3995File:Inksmoto 060 05.png2009-04-19T21:25:56Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3994Inksmoto-0.6.02009-04-19T21:20:02Z<p>The only dude: /* add automatic generation of regression tests to inksmoto */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description : [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
==automatic generation of regression tests to inksmoto==<br />
<br />
Now you can record what you're doing in Inksmoto and replay it later.<br />
This is an easy way to generate the unittests for Inksmoto.<br />
<br />
Use the two extensions in the 'Other' menu to record your sessions.<br />
The tests are generated in ''~/.inkscape/extensions/cur_tests''.<br />
<br />
You can play the generated tests with:<br />
cd <inksmoto install dir>/inksmoto/inksmoto_unittests<br />
python xmotoTestCase.py<br />
<br />
Example:<br />
~/bordel/svg2lvl-svn/inkscape/extensions/inksmoto/inksmoto_unittests$ python xmotoTestCase.py<br />
tests from module 'test_testBlocks' loaded<br />
...<br />
----------------------------------------------------------------------<br />
Ran 3 tests in 0.511s<br />
<br />
OK</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3993Inksmoto-0.6.02009-04-19T20:48:44Z<p>The only dude: /* jointed line */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description : [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3992Inksmoto-0.6.02009-04-19T20:47:58Z<p>The only dude: /* Show xmoto sprites in Inkscape */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
Now instead of just coloring the shape, the sprites are displayed in Inkscape (along with the collision circle), with full properties (scale, rotation, flip). Every entities are displayed.<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3991Inksmoto-0.6.02009-04-19T20:42:05Z<p>The only dude: /* Inksmoto default values */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
Now when you open the window properties for a new object (sprite, blocks, ...), the default values are the one from the last choices you made in this window and no longer a blanck window.<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3990Inksmoto-0.6.02009-04-19T20:39:48Z<p>The only dude: /* jointed line */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
This new extension allow you to easily create jointed bridges, etc. with joints.<br />
See this page for a full description [[Jointed Line]]<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Jointed_Line&diff=3989Jointed Line2009-04-19T20:39:38Z<p>The only dude: /* About */</p>
<hr />
<div>=About=<br />
The inksmoto (0.6.0) will allow you to easily create jointed bridges etc. easily. (Thanks to tuhoojabotti and the rewrite/integration with Inksmoto by the only dude)<br />
<br />
=How-to=<br />
It is very easy to use. Create a block what you want to use in the line (must have xmoto properties).<br />
[[Image:jointedline1.png]]<br />
use the Jointed Line effect.<br />
[[Image:jointedline2.png]]<br />
[[Image:jointedlineprops.png]]<br />
*Spacing = Space between blocks.<br />
*Blocks = Amount of blocks repeated.<br />
*Joint = Joint type.<br />
[[Image:jointedlineresults.png]]<br />
Here's the svg to explore.<br />
[[Media:jointedlinesvg.svg]]</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3988Inksmoto-0.6.02009-04-19T20:37:23Z<p>The only dude: /* Add an extension to change the id of xmoto objects */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==New extension to change the id of xmoto objects==<br />
<br />
Due to how the entities are displayed in Inkscape, you can no longer change the id of an entity with 'right click->Object Properties'. If you do that, the entity will not have the id you specified in the .lvl and it will cause problems when you want to use this entity in a script.<br />
<br />
Now you have to use the 'Change id' window to set it ('i' short key)<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3987Inksmoto-0.6.02009-04-19T20:34:52Z<p>The only dude: /* Default level/level_id */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
For fast testing you can generate the .lvl and launch it in Xmoto without having to set the level id and name.<br />
'''But set them before uploading your level to the Xmoto website'''.<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3986Inksmoto-0.6.02009-04-19T20:33:42Z<p>The only dude: /* Display the block's texture scaled */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
Now the texture is displayed on the block with the right scale, as in Xmoto.<br />
<br />
[[Image:Inksmoto_060_04.png]]<br />
<br />
==Default level/level_id==<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_060_04.png&diff=3985File:Inksmoto 060 04.png2009-04-19T20:33:37Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3984Inksmoto-0.6.02009-04-19T20:31:47Z<p>The only dude: /* Better display of block edges in inkscape */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inksmoto_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
==Default level/level_id==<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_060_03.png&diff=3983File:Inksmoto 060 03.png2009-04-19T20:30:51Z<p>The only dude: </p>
<hr />
<div></div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3982Inksmoto-0.6.02009-04-19T20:30:38Z<p>The only dude: /* Better display of block edges in inkscape */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
Now the edge effects are displayed with two different colors when two differents edge effects are set to a block. And the colors matches the angle set for them.<br />
<br />
[[Image:inkscape_060_03.png]]<br />
<br />
==Display the block's texture scaled==<br />
<br />
==Default level/level_id==<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3981Inksmoto-0.6.02009-04-19T20:27:11Z<p>The only dude: /* copying xmoto attributes between objects */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
Now you can select an object in Inkscape and copy its Xmoto properties and then select one or more objects and set the copied Xmoto properties.<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
==Display the block's texture scaled==<br />
<br />
==Default level/level_id==<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3980Inksmoto-0.6.02009-04-19T20:23:44Z<p>The only dude: /* Tutorial: What's new in 0.6.0 */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=<br />
<br />
==copying xmoto attributes between objects==<br />
<br />
==Better display of block edges in inkscape==<br />
<br />
==Display the block's texture scaled==<br />
<br />
==Default level/level_id==<br />
<br />
==Add an extension to change the id of xmoto objects==<br />
<br />
==jointed line==<br />
<br />
==Inksmoto default values==<br />
<br />
==Show xmoto sprites in Inkscape==<br />
<br />
==add automatic generation of regression tests to inksmoto==</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3979Inksmoto-0.6.02009-04-19T19:59:22Z<p>The only dude: </p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]<br />
<br />
=Tutorial: What's new in 0.6.0=</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=Inksmoto-0.6.0&diff=3978Inksmoto-0.6.02009-04-19T19:43:29Z<p>The only dude: /* Example */</p>
<hr />
<div>=About=<br />
The Inksmoto level editor is implemented as an extension to [http://www.inkscape.org/ Inkscape], an Open Source vector graphics editor.<br />
<br />
Svg of levels build with the 0.4.1 version of Inksmoto are not compatible with this release.<br />
<br />
Even if the application windows changed, there's still plenty of stuffs from the 0.4.x and 0.5.x tutorials which applies to the 0.6.0 version, check them out: <br />
*[[Inkscape-0.4.0|Inksmoto 0.4.1 tutorial]]<br />
*[[Inksmoto-0.5.0|Inksmoto 0.5.1 tutorial]]<br />
<br />
=Installation=<br />
<br />
=Tutorial: First steps=<br />
<br />
This part of the tutorial learns the basics to be able to create a level.<br />
<br />
==Quick look at inkscape==<br />
<br />
[[Image:Inksmoto_060_01.png]]<br />
<br />
Here is the list of useful tools from Inkscape to create Xmoto levels:<br />
# The selection tool<br />
# The path editing tool<br />
# The sculpting tool<br />
# The zoom in/out tool<br />
# The rectangle tool<br />
# The circle tool<br />
# The star tool<br />
# The hand draw tool<br />
# The bezier curves draw tool<br />
# The Xmoto properties menu<br />
<br />
To learn how to use Inkscape you can use the official Inkscape tutorials:<br />
[[Image:Inkscape2.png]]<br />
<br />
You can also get tutorials on YouTube.<br />
<br />
==The Xmoto extensions==<br />
<br />
The Xmoto extensions from the ''Effects'' menu allows you to set Xmoto properties to Inkscape objects in the drawing.<br />
<br />
Here is a description of the different entries of the Xmoto menu:<br />
*'''Blocks'''<br />
**''Change Block Properties'': Change the properties of the selected blocks.<br />
**''Change Block Texture'': Change the texture and edge effects of the selected blocks.<br />
*'''Entities'''<br />
**''Strawberry'': Convert the selected shapes into a strawberry.<br />
**''End of level'': Convert the selected shapes into a end of the level.<br />
**''Particle Source'': Convert the selected shapes into a particle source (fire or smoke).<br />
**''Player Start'': Convert the selected shapes into the start position of the player.<br />
**''Sprite'': Convert the selected shapes into a sprite (with many parameters for the sprite).<br />
**''Wrecker'': Convert the selected shapes into a wrecker.<br />
*'''Joint'''<br />
**''Add Pin Joint'': add a pin joint between two physical blocks.<br />
**''Add Pivot Joint'': add a pivot joint between to physical blocks.<br />
**''Jointed Line...'': create a line of jointed blocks<br />
*'''Level'''<br />
**''Set layers properties'': Set which layers are for background and what are their scrolling parameters.<br />
**''Set sky properties'': Change the sky of the level.<br />
**''Set level properties'': Mandatory options for the level, like its name and id.<br />
**''Set other level properties'': Allow sprite replacement of the /strawberry/wrecker/end of level/. Add a music to the level.<br />
*'''Other'''<br />
**''Install keyboard shortcuts'': Install the Inksmoto specific shortcuts.<br />
**''Inksmoto tutorial'': Display the link of this tutorial on the wiki.<br />
**''Launch level in X-Moto'': Launch the level in Xmoto.<br />
**''Show the object informations'': Show the Xmoto properties of the selected shapes.<br />
**''Get new textures and sprites'': Download new textures and sprites from the Internet.<br />
**''Recreate last.lvl'': Recreate the last.lvl level to reload it into Xmoto.<br />
**''Copy'': Copy the xmoto properties of an object.<br />
**''Paste'': Paste the xmoto properties stored into the selected objects.<br />
**''Change id'': Change the id of an element (mandatory use for entities).<br />
**''Begin recording a trace session'': For unittesting.<br />
**''End recording a trace session'': For unittesting (the generated tests are in ~/.inkscape/extensions/cur_tests).<br />
*'''Zones'''<br />
**''Convert into Zone'': Convert the selected shapes into zones (currently, only rectangular zones are used).<br />
<br />
==Install the Inksmoto shortcuts==<br />
<br />
You should begin by installing the Inksmoto specific shortcuts.<br />
Use the menu entry ''Effects->X-moto->Other->Install keyboard shortcuts''.<br />
<br />
Then restart Inkscape to enable them.<br />
<br />
The shortcuts are:<br />
*"t": change texture of the selected blocks<br />
*"b": change properties of the selected blocks<br />
*"p": add a pin joint between two physical blocks<br />
*"o": add a pivot joint between two physical blocks<br />
*"y": change the selected objects into strawberry<br />
*"s": change properties of the selected sprites<br />
*"z": change the selected objects into zone<br />
*"w": change the selected objects into wrecker<br />
*"u": change the selected objects into a particle source<br />
*"r": change the selected objects into the player start<br />
*"e": change the selected objects into the end of level<br />
*"a": set layers properties<br />
*"q": set level properties<br />
*"h": set other level properties<br />
*"k": set sky properties<br />
*"x": launch the .lvl into Xmoto<br />
*"l": recreate last.lvl into the home directory (in .inkscape/extensions/)<br />
*"c": copy the xmoto properties of an object<br />
*"v": paste the xmoto properties stored in the selected objects<br />
*"i": change the id of an object<br />
<br />
==Drawing a simple level==<br />
<br />
Let's draw a simple level using only the Rectangle, Circle and Star tools.<br />
<br />
First, put the zoom of Inkscape to 100% (defaulted to 35% when you create a new svg), then draw your level.<br />
<br />
Here's is a simple level drawn using the Star tool and the Rectangle tool for the shapes and the Circle tool for the two little circles:<br />
[[Image:inksmoto_050_02.png]]<br />
<br />
==Set level properties==<br />
<br />
Now that the shapes of the level are drawn, we have to assign them Xmoto properties. For example, we want some shapes to be solid blocks, some others to be background blocks, change their texture...<br />
<br />
===Example===<br />
<br />
To change solid blocks texture, select them, then go to the Xmoto effect menu and use the menu entry ''Effects->X-moto->Blocks->Change Block Texture'' (or press 't').<br />
<br />
[[Image:inksmoto_050_03.png]]<br />
<br />
The ''Block textures'' window opens.<br />
<br />
[[Image:inksmoto_050_04.png]]<br />
<br />
Click on the white thumbnail to select the texture we want. The ''Texture Selection'' window pops up:<br />
<br />
[[Image:inksmoto_050_05.png]]<br />
<br />
Click on the texture wanted for the blocks. Now the ''Block textures'' window displays the right texture:<br />
<br />
[[Image:inksmoto_050_06.png]]<br />
<br />
Press ''OK''. The texture is then displayed in Inkscape:<br />
<br />
[[Image:inksmoto_050_07.png]]<br />
<br />
Repeat the same procedure to change the texture for the three other blocks.<br />
<br />
Now, we want to set them as background blocks. Select them, and use this menu entry: ''Effects->X-moto->Blocks->Change Block Properties'' (or press 'b').<br />
<br />
[[Image:inksmoto_050_08.png]]<br />
<br />
The ''Block properties'' window opens. Check ''Background block'' then press ''OK''.<br />
<br />
[[Image:inksmoto_050_09.png]]<br />
<br />
Now we have to set the level start and its end.<br />
<br />
Select the first circle and use this menu entry: ''Effects->X-moto->Entities->Player Start''.<br />
Then select the second circle and use this menu entry: ''Effects->X-moto->Entities->End Of Level''.<br />
<br />
The level looks like this:<br />
<br />
[[Image:inksmoto_060_02.png]]<br />
<br />
==Save the level==<br />
<br />
Now that our level is drawn and its shapes have Xmoto properties, we have to set the properties of the level, like its name, author, ...<br />
<br />
Use the Xmoto menu entry ''Effects->X-moto->Level->Set level properties''. The ''Level properties'' window pops up:<br />
<br />
[[Image:inksmoto_050_11.png]]<br />
<br />
Entries in this window (bold ones are mandatory):<br />
* lua script: If your level has a lua script, enter the lua file with its full path.<br />
* '''level id''': The id of the level (only letters, digits and underscore, no space).<br />
* '''level name''': The real name of the level.<br />
* '''author''': The author of the level (you).<br />
* description: A message to add to the level.<br />
* border texture: Choose the texture which be displayed around the level. <br />
<br />
==Test the level in Xmoto==<br />
<br />
Now our level is ready to be tested in Xmoto. Use the Xmoto menu entry ''Effects->X-moto->Other->Launch level in X-moto'' (or press 'x'). The ''Launch level in X-Moto'' window pops up:<br />
<br />
[[Image:inksmoto_050_12.png]]<br />
<br />
If the Xmoto executable is present in your PATH (under Linux and MacOSX), you don't have to fill the parameter. If you're under Windows or you want to use a specific Xmoto executable, then enter your Xmoto executable with its full path. <br />
<br />
Here is the level in Xmoto:<br />
<br />
[[Image:inksmoto_050_13.png]]<br />
<br />
==Get the .lvl in order to upload it==<br />
<br />
Now that the level is ready, we have to upload it to the Xmoto website http://xmoto.tuxfamily.org/index.php?page=sendyourlevel<br />
<br />
You have to send the level as a .lvl file, not a .svg<br />
*svg: Vector graphic format<br />
*lvl: Xmoto level<br />
<br />
There's two ways to get the .lvl:<br />
*When you launch the level in Xmoto from within Inksmoto, the file last.svg and last.lvl are created in the Inkscape home extensions directory:<br />
**Linux & MacOSX: ~/.inkscape/extensions<br />
**Windows: C:\Documents And Settings\<USER>\Application Data\Inkscape\extensions\<br />
<br />
*You can also save the svg and the lvl separately using ''File->Save a Copy...'' and choosing the appropriate file format ''(X-Moto Level (*.lvl))''.<br />
<br />
==Svg file of the tutorial==<br />
<br />
Here is the corresponding svg file of the tutorial level: [[Media:Tutorial_050.svg]]</div>The only dudehttp://wiki.xmoto.tuxfamily.org/index.php?title=File:Inksmoto_060_02.png&diff=3977File:Inksmoto 060 02.png2009-04-19T19:42:52Z<p>The only dude: </p>
<hr />
<div></div>The only dude