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| Then, install svg2lvl the same way as under GNU/Linux. | | Then, install svg2lvl the same way as under GNU/Linux. |
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− | == Windows 95 & 98 == | + | == Windows 95 |
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− | Extract the archive, then copy all of the files from the svg2lvl-0.3.0 directory into the share/extensions/ directory of the Inkscape installation.
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− | (It will ask if you want to override the inkex.py and bezmisc.py files, answer no)
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− | Then, you can launch Inkscape.
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− | == Windows 2000 & XP ==
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− | Extract the archive then copy the files from svg2lvl-0.3.0 directory into the C:\Documents And Settings\<USER>\Applications Data\Inkscape\extensions\ directory.
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− | Then, you can launch Inkscape.
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− | If you get a problem when you launch an X-Moto effect, i.e: "'C:\Document' not found", wait for a new development version of Inkscape, or install svg2lvl the same way as with Windows 95 & 98.
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− | =Tutorial=
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− | == Check that svg2lvl is properly installed ==
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− | * Check in the 'Effects' menu that there is an entry 'X-moto'
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− | * Do 'Save as...' (Shift-Ctrl-S), and check that you can select the 'X-Moto Level (*.lvl)' file format.
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− | If the installation is not ok, please go to the IRC so we can help you find out why it failed.
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− | == Draw the level ==
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− | Note that since X-Moto 0.2.4, you have to press F5 at the menu stage
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− | when you modify the Levels directory (if you make a new level for example)
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− | Draw you level using inkscape shapes (like circles, rectangles, ...), bezier curves, hand draw, ...
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− | Tips:
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− | * If you are hand drawing your level, select a shape, and then press Ctrl-L, it will smooth your shape (You can press it more than one time).
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− | * The default zoom is 35%, try change it to 100 or 200%.
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− | * Don't take care of the svg dimensions, you will adjust them to fit your level in the end.
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− | Example of level :
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− | [[Image:tuto-1.png]]
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− | == Change block properties ==
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− | Select one of more shape that you want to transform into an xmoto block.
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− | Then go to the Effect menu, select the xmoto sub entry like in this picture:
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− | [[Image:tuto-2.png]]
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− | This windows will popup which allow you to choose your texture for the block(s).
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− | [[Image:tuto-3.png]]
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− | Then your level will look like that:
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− | [[Image:tuto-4.png]]
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− | == Add entities ==
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− | Add the player start and then, test your level to verify the good placement of the differents blocks.
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− | Then, add the other entities:
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− | *end of level
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− | *wreckers
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− | *sprites
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− | *particles sources
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− | *strawberries
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− | After placing the entities and moving the blocks, your level will now looks like that:
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− | [[Image:tuto-5.png]]
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− | == Adjust the size of the svg ==
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− | The svg have to surround all the level blocks. To do that, there's two solutions:
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− | *Select all the objects of your svg with Ctrl-A, then open the document preferences with Shift-Ctrl-D, and click on 'Adjust the page on the selection'.
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− | *If you want a space between your blocks and the surroundings of the svg, then add a rectangle to your svg, a rectangle with the size of your svg, select it then press Shift-Ctrl-D and click on 'Adjust the page on the selection'. After that, remove the rectangle.
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− | If your level is too big or too small when you want to play it, change its size.
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− | *Select all the objects with Ctrl-A
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− | *Press Shift-Ctrl-M
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− | *Select the 'dimensions' tab
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− | *Enter the modification percentage and Apply
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− | == Save the level ==
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− | Now, you can save your drawing as a xmoto level. First save your svg as an 'Inkscape svg' (the export to .lvl is a destructive one).
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− | Then Save a copy with Shift-Ctrl-Alt-S, and save it as a xmoto level.
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− | This window will popup:
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− | [[Image:tuto-6.png]]
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− | Populate it with your informations.
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− | *smooth: put a high value to this, the bigger, the smoother your level. (If there's some graphic glitches in the level when you play it, make this value smaller)
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− | *level id: put no space in it, only alphanumeric and digits.
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− | *required xmoto version:
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− | **put it to 0.2.0 by default
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− | **put it to 0.2.1 if you change the physic of blocks
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− | **if you add a script to your level, put the right value depending on the functions you are using in your script.
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− | == Play the level ==
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− | Copy your .lvl into your xmoto Level directory (~/.xmoto/Levels/ under Linux and MacosX), then launch Xmoto.
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− | If you are using the 0.2.4 version of xmoto, press F5 to reload all the levels so that your level appears in the list.
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− | == Get tutorial files==
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− | *svg:[[Media:tutorial.svg]]
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− | *lvl:[[Media:Balls.lvl]]
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− | = Update the texture and sprite list=
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− | With new textures and sprites coming out from the net, you need a way to add this new resources into svg2lvl drop down values.
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− | To do that, update the xml file into the Inkscape extension directory (~/.inkscape/extensions/ under Linux) with the one provided here. [[Image:ListAvailableElements.xml]]
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− | Then, from Inkscape xmoto menu, select 'Update Xmoto menus', and after that, relaunch Inkscape.
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− | You will have up-to-date list of value for sprites and textures now.
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You have to install the svg2lvl Inkscape extension.
Then, you can launch Inkscape.
Then, install svg2lvl the same way as under GNU/Linux.