Level Design / Level Object Manipulation / Editing Object-Specific Properties / Characters | |
When a character is selected in the Levels Window, its properties may be edited using the Properties floating window (Command-0), as described below: ![]() |
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Character Name Field |
Determines the name of the selected character |
Character Type Pop-Up Menu |
Determines the selected character's character type. The Edit button may be used to edit the game project's character types, as described in the Character Type Editing section. |
Facing Controls |
Determines the direction in which the selected character faces when the level begins |
Location X and Y Fields |
Determines initial location of the selected character |
Customize Character Properties Checkbox |
The selected character's appearance and behavior are determined by the character type selected in the Character Type pop-up menu. Sometimes basing all of character's properties on a certain character type is too restrictive. This checkbox allows certain parts of the character type to be overridden and replaced with customized properties. When this checkbox is checked, the Show/Hide Details Disclosure Triangle is enabled, and the Properties floating window expands to reveal controls for customizing the character's goals, routines, and attachment properties. |
Show/Hide Details Disclosure Triangle |
Expands the Properties floating window, revealing controls for editing additional character properties that are made available when the Customize Character Properties Checkbox is checked |
Hit Points Field |
Determines the number of hit points assigned to the selected character |
Max Hit Points Field |
Determines the maximum number of hit points that the selected character may have; when a character's hit points have been reduced to a certain percentage of its maximum hit points, he may run away, depending on his character type. |
Goal X1 Field |
Determines the first of the two locations along the X axis that define the zone in which the selected character patrols |
Goal X2 Field |
Determines the second of the two locations along the X axis that define the zone in which the selected character patrols |
Goal Y1 Field |
Determines the first of the two locations along the Y axis that define the zone in which the selected character patrols |
Goal Y2 Field |
Determines the second of the two locations along the Y axis that define the zone in which the selected character patrols |
Perform Routine When Attacking Checkbox |
Determines whether a routine is performed each time the selected character attacks |
Routine to Perform When Attacking Pop-Up Menu |
Determines which routine is performed when the selected character attacks. The Edit button may be used to edit the level's routines. |
Perform Routine When Dying Checkbox |
Determines whether a routine is performed when the selected character dies |
Routine to Perform When Dying Pop-Up Menu |
Determines which routine is performed when the selected character dies. The Edit button may be used to edit the level's routines. |
Attached to Another Character Checkbox |
Determines whether the selected character will remain attached to another character at all times. When a character is attached to another character, it is usually unable to move independently, except if it is attached with a tethered chain, as explained below. |
Character Attachment Pop-Up Menu |
Determines the character to which the selected character remains attached. A character may be attached to any other character in the level, or to the Player. |
Attached By a Chain Checkbox |
Determines whether a chain connects the selected character to the one to which it is attached. Chains consist of one or more links, with each link positioned along the length of the chain. Chains come in three types, as explained below. |
Chain Type Pop-Up Menu |
Determines which type of chain connects the characters. There are three types of chains: Rigid, Decorative, and Tethered. Rigid chains stretch between attached characters; when a Rigid chain breaks, the characters become unattached. Decorative chains also stretch between attached characters, but when a Decorative chain breaks, the characters remain attached. Tethered chains allow greater freedom of movement between attached characters, as determined by the chain Length; when a Tethered chain breaks, the characters become unattached. Tethered chains can be used to create interesting physical interactions between characters. For example, a character dangling on the end of a chain could swing back and fourth, or a character could be made to drag a weight behind him. When two characters are attached to each other by a tethered chain, they can influence each other's movement, with the heavier character usually being the more dominant of the two. |
Chain Link Type Pop-Up Menu |
Each link in a chain is itself a character. This Pop-Up Menu determines which character type forms each of the links in the chain connecting the selected character to the one to which it is attached. Usually small, inanimate character types are used as chain links. For a stronger chain, select a character type with more hit points. The Edit button may be used to edit the game project's character types. |
Links Field |
Determines the number of links in the chain between the selected character and the one to which it is attached. Each link is itself a character, held in place within the chain until the chain is broken. |
Length Field |
Determines the length of the chain. When the chain becomes taut, the attached characters may move no further from one another. If a Decorative or Tethered chain becomes loose, it will sag in the middle. To tighten a sagging chain, double click on it. The chain's length will be set to the distance separating the selected character from the one to which it is attached. |
More information on characters is available in the Elements of a Game section. |