121 lines
5.5 KiB
Markdown
121 lines
5.5 KiB
Markdown
# Tutorial: Make a parkour
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In this tutorial you build a short jump-and-run course: a start platform, platforms over a deadly
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pit, a ramp, stairs, a round platform, a checkpoint, a line of coins and a goal with a working
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exit. It takes about 20 minutes. You should know how to move the camera (see
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[Navigation](04-navigation.md)); everything else is explained on the way.
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## 1. Create the level
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1. **File → New level…** (**Ctrl+N**).
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2. **Level name**: `My Parkour`. Keep the **Base level** (Village chapter 1 – it provides grass,
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stone and wood textures, coins and checkpoint posts) and the suggested **TestLevel chapter**.
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3. **Start with**: **Flat floor**. You get a 16×14 grass floor with a player start and an exit.
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4. Click **Create** and **File → Save** (**Ctrl+S**) once, so the project has a file.
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The flat floor will be your start area. The course will lead away from it over a pit.
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## 2. Make the pit deadly
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Anything the llama falls into must kill it, otherwise it lands on nothing and falls forever.
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1. Press **B** for the **Brush** tool and choose **Death plane**.
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2. Drag a large area next to the floor where the course will be – generously, it costs nothing.
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The plane is invisible in the game; in the editor it is outlined.
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Alternatively, **Geometry → Death plane height…** with **Add a death plane over the whole grid**
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puts one under the whole level at once. Its height should be well below your platforms (default
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−1.5).
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## 3. Platforms over the pit
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1. In the Brush tool choose **Platform**.
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2. In the Inspector set **Top** to `stone` and **Sides** to `stone2` with the swatch buttons
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(optional).
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3. Drag a 2×2 footprint a little away from the floor's edge, release, move the mouse until the
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top is at about 0.5 and click.
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4. Draw two or three more platforms, each a bit further away and a bit higher.
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Gaps of 1–2 cells are comfortable jumps; 3 cells needs a run-up. Keep height differences under
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about 1 cell at first.
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> **Tip:** Draw one platform, then use **Geometry → Array duplicate…** (**Ctrl+Shift+D**): 4
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> copies, **Offset X** 3, **Offset Y** 0.25 makes a rising row in one step.
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## 4. Ramp, stairs and a round platform
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* **Ramp**: drag the footprint in the direction it should rise, release, move the mouse to the
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height of the high end, click.
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* **Stairs**: the same; keep **Walkable (invisible slope)** on, otherwise the llama cannot climb
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them.
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* **Round**: drag the diameter, then the height – a round platform. **Segments** sets how round
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it is.
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Select a brush and drag its orange (sides) or green (top/bottom) handles to fix its size. **[** and
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**]** turn the selection by 90°, **Page Up/Down** raise or lower it.
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## 5. Check the collision
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Press **C** to show collision. Every surface the llama can stand on is coloured; the death
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plane shows as material 30. Look for:
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* platform tops without colour (collision switched off),
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* small gaps between pieces that should touch – **Level → Check for problems** reports gaps under
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0.2 cells.
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## 6. A checkpoint
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The llama should not have to start over after every fall.
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1. Open the **Objects** panel (left dock) and click **Checkpoint** in **Quick setups**.
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2. Click on a platform in the middle of the course.
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You get a checkpoint post with its respawn point just in front of it. Falling after passing it
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puts the llama back there. See [Objects](09-objects.md) for the details.
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## 7. Coins
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1. Click **Coin line** in **Quick setups** (or the **Coin line / arc** tool, **O**).
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2. Click above the first platform, then above the last one. Coins appear every *spacing* along the
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line, following the floor.
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**Coin arc** places coins on a circle: click the centre, then a point on the circle – nice over a
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round platform.
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## 8. The goal
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The template's exit is still on the flat floor. Move it to the end of the course:
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1. Draw a **Block** as the goal platform at the end.
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2. Click **Exit** in **Quick setups** and click the middle of the goal block's top.
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That places a **LevelDoor** in the cell centre plus a 1×1 floor with collision material **16**.
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The door only fires while the llama stands on material 16 in its cell. In the options bar, choose
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where the exit leads (for example the next chapter of a world).
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3. Select the old exit on the flat floor (the LevelDoor and its small floor) and delete it
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(**Del**), so the level has one exit.
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## 9. Play-test
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1. **F5** (**Play**) builds the level, installs it as a mod and starts the game directly in it.
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2. Run the course. Fall into the pit once to see that the death plane and the checkpoint work.
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3. Press **Escape** in the game to quit straight back to the editor.
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To test a hard jump without running the whole course: point the camera at the platform before
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it, so the middle of the view lies on its top, and press **Shift+F5** (**Play from camera
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position**). The llama starts there, facing the way the camera looks. If there is no walkable
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collision at that spot, the editor tells you instead of starting.
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## 10. Iterate
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* Jump too long? Select the platform and nudge it with the **Move** tool (**W**) – with
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snapping (**G**) on, steps are 0.25 cells by default.
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* Too easy? Make platforms smaller (handles) or add an **Invisible wall** that forces a detour.
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* Add decoration: a **Fence** along the start, a few **Trees**, a library piece (see
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[Importing meshes and the library](07-meshes.md)).
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* Run **Level → Check for problems** before you share the level, then see
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[Sharing levels](17-sharing.md).
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