Under the Garden editor notes:

Use at your own risk, its not exactly the most polished piece of gear!  Now creating levels are done in the editor accessed via pressing f8 ingame to bring up the developer panel, or to shortcut directly to the static object editor use f8 on the main menu, alternately setting editor=1 in the player file.

There is two sides to making a level in under the garden, the level file which stores static objects such as the level layout and ground and such, these are all located in the level folder where you installed the game.  The other is global objects, these objects are persistant things such as house structures, trees, animals and alike, these are stored in data.ini in the scripts directory.


STATIC OBJECTS:

Static objects and level files control the placement of static objects, which contain all the scripts for the game, to access the static object editor, click the two boxes icon on your developer pannel.  This will take you to a tilebased editor where you can load .lev files.

Commands:

LOAD:This will allow you to load a level according to the level number in the level input box.

SAVE:This will allow you to save a level according to the level number in the level input box.

PLAY:This will allow you to play a level according to the level number in the level input box.

P(PICKUP):This will allow you to pickup a tiles visuals so you can paint it elsewhere, please note, it doesnt pickup properties.

D(DRAW): This will allow you to paint tiles into the level.


PROPERTIES:  This can be accessed any time via right clicking a tile, inside there will be several options as to the behaviour of the tile:


MOVEMENT: This is largely unfunctional, check back at a later stage...
	


OBSTICLE: This will set the collision properties of the tile.

NOT OBSTICLE:This will make the tile not effected by gravity and allow the player to pass by it.
OBSTICLE:This will make the tile not effected by gravity though the player wont be able to pass through it.
MOVEABLE OBSTICLE:This will make the tile effected by gravity and also stop the player from passing through it.
ENTITY:This is largely unfunctional, check back at a later stage...


VISIBLE: This will set the visibility options for the tile.

VISIBLE:This will make the object invisible ingame
INVISIBLE:This will make the object invisible ingame
			


RUN SCRIPT: This will run the scriptname (.ini) script based on one of the choices in the dropdown box.

ONTOUCH:When the player touches this tile, it will activate the script, remember to set this tiles collision properties to "NOT OBSTICLE".
ONCLICK:When the player clicks this object it will activate the script.



SCRIPT NAME: This is where you declare the script to run based on the runscript action, placing "test" in the box would run test.ini from your scripts directory.
	
WRITING YOUR OWN SCRIPTS:  

Scripts are my own little messy way of getting things done, lets break down a simple script:

say=you made it back reasonably unscathed, though you seem to have aquired a nasty cough!\you will scare away potential game with this illness!\if you could locate a health drink or salve leaves you could cure this illness!\That or healthy eating...\/nend

The scripts lines are divided with a "\" Which will await the player to proceed.  Between them should be lines of text. Finally the script is ended with "/nend", which is one of the commands of the scripting system, here is a full list:


/nend -No looped script end, the tile cannot play this script again.

/dend -Day end that ends the script

/end - Looped scripted end, the player can open this script again from the same tile.

/wrp\"x"\"y"\"level number"\ -This is a Level warp, where x and y are the tiles x and y positions from the editor, not there actual x, y pixel positions, level number is the level it will warp to.

/scr\"scriptname"\ -This will run a new script, where scriptname is the new script.

/sick\"sicknumber"\ -This will inflict a sickness on the player, where sicknumber is one of the numbered illnesses, check the death1-10.ini files for more info in the scripts directory.

/shakeon -This will turn screen shake on.

/shakeoff -This will turn screen shake off.

/weather\"weather number"\ -This will set the weather to weather number, where weather number is one of the numbered weather effects, check day1-10.ini in scripts for more information.

/obj\"x"\"y"\"global object number"\ - Creates a global object at the x and y co-ords in the strong, global object number is the objects reference, check the ii(global number).ini files for more details.

/sfx\"file"\ -plays sound effect .ogg file, if it were file in the string it would play "file.wav" in the root mod directory.

/sfxl\"file"\ - Loops a sound effect .ogg file, if it were file in the string it would play "file.wav" in the root mod directory.

/deadwrp - Will warp the player to the last light fireplace.

GLOBAL OBJECTS:

Global objects can be placed directly ingame via the developer tools, they are stored in data.ini after placement.  They remain persistant even after movement between screens. Global objects are stored with the x position, y position, global type, and creation date, as some objects wear/wilt over time.

UPLOADING/ADDING TO THE GAME:

If you have made some cool levels and want me to add them to the game and credit you, just email me at greasley_paul@hotmail.com and ill do my best to add them into the world for you and include them in the next release :)


