Overview
Comment: | Add incomplete tutorial document file. (Hopefully can be improved in future) |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
cd748e0fe524550352ed993537178c6f |
User & Date: | user on 2023-08-14 03:58:54 |
Other Links: | manifest | tags |
Context
2023-08-18
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05:14 | Add stuff to tutorial document. (Hopefully it is better now?) check-in: 3cf9cc50a4 user: user tags: trunk | |
2023-08-14
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03:58 | Add incomplete tutorial document file. (Hopefully can be improved in future) check-in: cd748e0fe5 user: user tags: trunk | |
2023-08-10
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02:50 | Add CancelTriggers and DeferTriggers instructions. check-in: 68320feb4f user: user tags: trunk | |
Changes
Modified README from [a2c5706022] to [7ecd3e2b66].
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159 160 161 162 163 164 165 166 167 168 169 170 171 172 | * puzzleset.doc: Describes what makes up a puzzle set. * sql.doc: This file lists and documents each of the SQL functions and SQL tables that are available. This is not relevant to programming the rules of the game; it is used for user customization, and for performing batch operations when editing, and for producing reports. === Other files === Free Hero Mesh also includes the following other files, which are not the source code files, compilation files, or documentation files: | > > | 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 | * puzzleset.doc: Describes what makes up a puzzle set. * sql.doc: This file lists and documents each of the SQL functions and SQL tables that are available. This is not relevant to programming the rules of the game; it is used for user customization, and for performing batch operations when editing, and for producing reports. * tutorial.doc: Tutorial documentation. === Other files === Free Hero Mesh also includes the following other files, which are not the source code files, compilation files, or documentation files: |
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Modified misc/mbform.doc from [aa140ea55a] to [4504881799].
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308 309 310 311 312 313 314 | [58] 0=NewX, 1=NewY [59*] Bit constant 0-31; the second byte is the number 0-31, and at runtime it is replaced by the relevant 32-bit number. [60*] Sound constant (see section about user sounds) | | | 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 | [58] 0=NewX, 1=NewY [59*] Bit constant 0-31; the second byte is the number 0-31, and at runtime it is replaced by the relevant 32-bit number. [60*] Sound constant (see section about user sounds) [61] 0=ClassCount/1*, 1=GetArray [64/3*] SendMessage (to Self) [65/4*] SendMessage [66/3*] Broadcast; second byte is zero-based class number |
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Added tutorial.doc version [c0c5df1123].
> > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 | This document is a tutorial of the use of Free Hero Mesh. (NOTE: This tutorial is incomplete.) === Installation === 1. Compile it (if it is not already compiled). See README file for details about compilation. I will assume it called "heromesh" and is in the PATH. 2. Copy "default.heromeshrc" into a file in the home directory called ".heromeshrc" (if in portable mode, instead put it in the same directory as the executable file and call it "current.heromeshrc". 3. (Optional) Customize the configuration file. (This document assumes the default key/mouse bindings, but you may customize them if desired.) This file is a plain text file and can be edited in any text editor; see config.doc and bindings.doc for details about the configuration file. 4. Make up puzzle set (using the instructions below). 5. You can edit and test levels, classes, etc. 6. You can publish the composite puzzle set file if desired. === Making the puzzle set === 1. Decide the base name of the puzzle set, which should not include a dot, nor should spaces be included (underscores and hyphens are OK, if it does not start with a hyphen). The names of the four files of this puzzle set will then be that base name followed by ".xclass", ".class", ".level", and ".solution". 2. Make the picture file and class definition file, in either order. a. Write the class definition file in any text editor (e.g. vi or emacs). See class.doc for details of this format, or see sokoban.class for a simple example. b. Make the pictures; use "heromesh -p" and then the base name of the puzzle set. This brings up the picture editor. 3. Run "heromesh -n" and the base name, to create an empty level file and empty solution file. 4. Run "heromesh -e" and the base name, to load the level editor, to make up a level. You can then save by CTRL+S and test by CTRL+P to play this level; if you solve it, push CTRL+S to record the solution. This only saves the puzzles in the user cache database and not to the puzzle set files (unless the .autoSave option is set). 5. (You can skip this step if the .autoSave option is set.) Run "heromesh -f" and the base name, to write the changes to the puzzle set files. 6. (Optional) Once you have finished, you may wish to make a composite puzzle set file. Use "har c" and then the names of the files that make up the puzzle set and then ">" and the file name for the composite puzzle set, to make up the composite puzzle set file. You can then use "heromesh -z" and the full file name of the composite puzzle set, to load it. Note that a composite puzzle set is read-only; to edit it, you must split them into separate files again. === Picture editing === (TODO) === Class editing === (TODO) === Level editing === (TODO) |