Difference between revisions of "LVZ Scripting"
(→Files: completed this subsection) |
(→Object Images: completed) |
||
Line 16: | Line 16: | ||
[screenobjects] | [screenobjects] | ||
</pre> | </pre> | ||
− | + | Lines beginning with a semicolon are comments and are ignored by the LVZ compiler. | |
== Files == | == Files == | ||
Line 29: | Line 29: | ||
File=victoryl.wav | File=victoryl.wav | ||
</pre> | </pre> | ||
+ | |||
+ | == Object Images == | ||
+ | This section defines all the images that can be used in the map and screen object sections. The image file should exist in a File= entry too. | ||
+ | |||
+ | The format is: | ||
+ | <pre> | ||
+ | IMAGE<number>=<filename>[,<x tiles>,<y tiles>,<anim period>] | ||
+ | </pre> | ||
+ | *''number'' starts at 0 and goes up to 255 | ||
+ | *''filename'' is a file already defined with a File= | ||
+ | *''x tiles'' is how many frames wide the animation is | ||
+ | *''y tiles'' is how many frames high the animation is | ||
+ | *''anim period'' is the total length of the animation | ||
+ | |||
+ | ''x tiles'', ''y tiles'' and ''anim period'' are all optional. They will be set to 1, 1, 100 by default as can be seen in the example below. See [[Animation]] for more information on animations. | ||
+ | |||
+ | <pre> | ||
+ | File=gameover.png | ||
+ | File=10anim.png | ||
+ | |||
+ | [objectimages] | ||
+ | IMAGE0=gameover.png,1,1,100 | ||
+ | IMAGE1=10anim.png,2,5,1000 | ||
+ | </pre> | ||
+ | |||
+ | == Map Objects == | ||
+ | -write me- | ||
+ | |||
+ | == Screen Objects == | ||
+ | -write me- | ||
[[Category: Tutorial]] | [[Category: Tutorial]] |
Revision as of 11:34, 12 January 2005
LVZ scripts are used to generate .lvz files.
Layout
The general layout of a LVZ script is as follows:
;"arena name" date OutFile=some.lvz ; files [objectimages] [mapobjects] [screenobjects]
Lines beginning with a semicolon are comments and are ignored by the LVZ compiler.
Files
You can add files such as graphics or sounds using mutliple File keys.
Sound files must be wave files, acceptable extensions are .wa2 and .wav. It is a good idea to reduce the quality of the sound to reduce file size. However 4bit wave files do not work with Continuum.
Acceptable image formats are bitmap (.bm2 and .bmp), jpeg, gif and png. Note only the first frame of animated .gif's can be seen in game. It is recommended to use .png format together with Pngcrush to cut down on file size.
File=Commands.hlp File=ships.png File=victoryl.wav
Object Images
This section defines all the images that can be used in the map and screen object sections. The image file should exist in a File= entry too.
The format is:
IMAGE<number>=<filename>[,<x tiles>,<y tiles>,<anim period>]
- number starts at 0 and goes up to 255
- filename is a file already defined with a File=
- x tiles is how many frames wide the animation is
- y tiles is how many frames high the animation is
- anim period is the total length of the animation
x tiles, y tiles and anim period are all optional. They will be set to 1, 1, 100 by default as can be seen in the example below. See Animation for more information on animations.
File=gameover.png File=10anim.png [objectimages] IMAGE0=gameover.png,1,1,100 IMAGE1=10anim.png,2,5,1000
Map Objects
-write me-
Screen Objects
-write me-