Select New Level from the player menu
F1= Enter and exit editor
A,S,D,W = Pan Screen
Esc = Exit current editor
Left click = place current tile
Right click = delete selected tile
Shift + Left click = Select area
Right click = Deselect area
Press 5 to set the selected area as the exit
C = copy selected area
Left click to paste copied area
Right click to stop pasting
Del = delete selected area
G = Go to tile curser is on
L = Toggles boundary lines
Q, Z = Cycle through available tiles
Shift + Q. Z = Jump through available tiles by 10
Gametype:
0: Story Mode Level
1: Collection Mode
10: Football
11: Sumo
12: Amber
13: Pitfight
14: Dragster
15: Vs. collection
Gametime:
Amount of time for collection mode level, 50=1 second
1 = Edit Background
2 = Edit Midground
3 = Edit Foreground
4 = Edit Way Background
Red, Green, Blue = Edits hue of current level layer
Background:
Name of the background tga
T = opens tile set editor
Tile set editor:
Drag and drop tiles from available tile sets into your current edited tile set.
Q, Z = Cycle through current tile set page by page
W, X = Cycle through current tile subset
Use [ ] to cycle through available tile sets
F7= Load level
F9= Save current level
A file name must be placed in the level name field to save your level with the extension .lvl
F2 = opens tile editor
Left click and drag to create boundary lines.
NOTE: Line MUST be placed clockwise!
Del= Delete last line placed
Q, Z= Cycle through current tiles
A= Creates alpha outside boundary lines
Friction = Amount of friction tile has (0.0-1.0, less than 0.1 gish can't stick)
Breakpoint = Amount of pressure the tile takes to break (0.0=unbreakable)
Middamage = Amount of damage tile does to gish
Foredamage = Same as above but for tiles placed in foreground
Density = Density of water
Drag = Drag in water
Note: Water tiles must be placed in foreground to work!
Animation = Number of frames that tile will animate through
Animation speed = Speed of animation
F3 = opens object editor
Q,Z= Cycles through objects
[ ] = Cycles through current objects textures
Arrow keys = Resize current object
Left click to place objects
Note: all objects will be invisible till texture is changed
Right click to select objects
Del = Deletes selected object
Object list:
0= Nothing
1= Add player
Home = Gish (set player 1)
End = Hera (set player 2)
Blocks:
Mass= object weight
Arrow Keys= Edit block size
2= Basic block
3= Platform with middle hinge
4= Platform with hinge on left
5= Platform with hinge on right
6= Basic Circle
7= Circle with middle hinge
8= Light source / anchor point
Ltype 1 = omni light
Ltype 2 = light off
Ltype 3 = flickering omni light
Red, Green, Blue = Change light color
Intensity = Change light Intensity
Buttons:
Buttons are used to activate
anchor points (object 8)
select the anchor point you want to activate
Hold K and left click on the button to
assign that link
9= Pressure plate
10= One time button
11-14= Switch
15= Area switch
16= Area switch (one time)
17= object generator
18= Secret area marker
19= Nothing
Enemies:
20= Bone nibbler
21= Cave nibbler
22= Hell nibbler
23= Mummy
24= Skeleton
25= Zombie
26= Gimp
27= Vis sister Boss
28= Angel Nibbler
29= Alterboy
30= Stitch
31= Poobler
32= Honey bucket boss
33= Sister Vis boss
34= Paunchy chops boss
35= Basinjin boss
36= Satan
F4 = opens rope editor
Hold 1 Left Click = Add light rope
Hold 2 Left Click = Add heavy rope
Hold 3 Left Click = Add light chain
Hold 4 Left Click = Add Heavy chain
Hold 5 Left Click = Add a push piston
Hold 6 Left Click = Add half pushed piston
Hold 7 Left Click = Add a pull piston
Hold 8 Left Click = Add half pulled piston
Hold 9 Left Click = Add Bar
Q. Z = make pistons and bars visible.
Advanced piston editing (not for kids)
to edit the length, speed and revolution of a piston
go into the object editor select the anchor point that the
piston is attached to.
Red= Length piston extends or contracts (1=1 tile length)
Green= Seconds per revolution
Blue= Number of revolutions
NOTE: All Pistons must be attached from the anchor to the object or it wont work!!!!
NOTE: All pistons attached to the anchor will be affected in the same way.
NOTE: If the anchor point is linked to a button the piston will wait until it
is activated to move
NOTE: Anchors with pistons shouldnt be used as lights.
NOTE: Pistons attached to anchors to wheels is hella complicated!
F5 = Reset current level
If you exit without saving you can reload your level as backup.lvl
There is one thing they left out. RUBBER BANDS are in the rope editor as number 0! I dont think they have any textures, though, meaning they are invisible, but I am still experimenting with them...
Quote (Connor @ Dec. 14 2006,2:50) |
There is one thing they left out. RUBBER BANDS are in the rope editor as number 0! I dont think they have any textures, though, meaning they are invisible, but I am still experimenting with them...  |
Thanks for that info.
Once I finish writing my Battlefield 2 review I must start on a manual for Gish as it's a fantastic game. The instructions are appaling though. I've already started taking screenshots of all the textures and block and will include a library of these in the manual, along with lots of other ideas I've been thinking of. It'll take quite a while though as I'm drugged up to the eyeballs with morphine due to breaking my back in four places following a cycling accident. So I'm asleep most of the time, lol. Still I'll eventually make a user friendly manual which I reckon will be a useful addition. I don't understand why Gish isn't available from most game outlets as it's really fun and addictive, also considering it won prizes for it's originality a few years ago.
I wonder how easy it is to make new textures and shapes. I have photoshops so I think I have the tools. I was thinking of designing an underground cave system on the lines of journey to the centre of the earth, but that'll be a project for after the manual.
That's a shame as a whole new set of boards and themes would have been fantastic, however I'm sure it will come about eventually. Good games are always updated at some point. Gish makes such a welcome change from the run of the mill games such as shoot em ups, arkanoids, jezzballs and a whole host of other arcade games.
As I said I'm really busy with the BF2 review right now, but will slowly get the information together to make an improved manual. I must also try my hand at level editing. It's a pity the guys who made all those excellent addon levels seem to have given up. It just takes new blood to get interest going again. We shall see.
(I was hit from behind by a speeding car while cycling to work. They were racing onto the motorway which I just happened to be approaching. Man I flew god knows how many meters. I remember thinking to my self while I was still airborne: "Ow that hurt....pause...damn I'm going to get run over when I land"... so you can imagine i would have gone a fair way. Anyway I'm still alive and I didn't lose the use of my legs thankfully, but the pain is unbearable at times. Hence the morphine)
White Rabbit
lol, hope your ok
That's gotta hurt, So not funny