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Editor (tutorial)

RayCarrot edited this page Sep 22, 2020 · 6 revisions

The map editor is currently a work in process and might change. This tutorial is up to date as of July 6th 2020. Most of the editor functionality has been recreated from Rayman Designer and the Mapper.

Toolbar

On the very top is the toolbar with the following options:

  • Load: Currently does nothing, maps are loaded on play.

  • Save: Attempts to save the loaded map. This isn't supported for all game modes yet.

  • Save as PNG: A temporary option which will be moved. This creates a screenshot of the loaded map and saves to a .png file. Certain events get disabled when doing so, such as always and editor ones.

  • Mode: Switches the edit mode. Each mode is explained below.

  • Visibility: Toggles what should be visible in the editor.

Events

The events editor allows the in-level objects to be modified. Events can be selected with the mouse and dragged around the map. The events property window to the left will allow the currently selected event's properties to be modified.

Event types

Events are split into 4 types:

  • Normal: These will appear in the level in-game and are always visible in the editor.
  • Always: These are special events which are only visible at certain points in-game, for example the bullets the Hunter enemy fires. These are only visible in the editor if the setting to show them is enabled. The placement on the map for these does not matter. The default placement for most of these are -32000, but these get moved to the bottom-right part of the map so that they're visible in the editor.
  • Editor: These are special events which are never visible in-game (only exception is the Rayman Designer event editor). These are only visible in the editor if the setting to show them is enabled.
  • Rayman: Rayman is a special event which is always loaded in memory in the game. For game modes which support memory loading he will be placed automatically in the map at position (0, 0) and marked as an always event. Any edits to this event will not be saved as he is always hard-coded in the game engine.

Event properties

In the events properties window you can modify individual properties for the selected event.

  • X: The x position
  • Y: The y position
  • DES: The graphics data to use based on the loaded ones. This property does not work when loading from memory.
  • ETA: The state data to use based on the loaded ones. This property does not work when loading from memory.
  • Etat: The main object state
  • SubEtat: The object sub-state
  • Offset BX: The sprite pivot x position
  • Offset BY: The sprite pivot y position
  • Offset HY: The offset of the sprite collision if follow is enabled
  • Follow Sprite: The sprite which has collision if follow is enabled
  • Hit Points: The amount of hitpoints if an enemy, otherwise a generic other data value used differently for different events
  • Hit Sprite: If under 253, the sprite which has collision, if above 253, use type ZDC collision
  • Follow Enabled: Indicates if the sprite has collision
  • Type: The event type which determines its behavior

Event commands

Just besides the properties window is the commands window. This shows the commands for the currently selected event. These can currently not be modified.

Adding/removing events

Events can be added by pressing the middle mouse button and removed by pressing delete. The added event will be of the type as specified in the drop-down on the top.

Links

The links editor allows the event links to be modified. This is done by dragging the lines connected to each event and connecting them. To enable a link chain you must press the middle mouse button on top of them.

Tiles

The tiles editor allows the tiles in the level to be modified from the tiles available in the level's tilemap. When in tile mode you can select existing tiles by dragging the mouse on them. Once selected they will follow the cursor until you change the selection or press escape. Selected tiles can be pasted onto existing tiles by pressing Ctrl+V or tiled by dragging while holding down Ctrl. If you want to copy tiles not currently in the map you can so by selecting the "template" to access the full tilemap. This button acts as a toggle, so pressing it again will re-enter the map.

Types

In the types editor you select a collision type from the toolbar and paste it into the map by holding Ctrl while dragging with the mouse. Selecting a tile without holding down Ctrl will remove its collision.

Undo/redo

Tile and type edits support editing history, meaning you can undo/redo your changes. This is done by pressing Ctrl+Z to undo and Ctrl+Shift+Z to redo.

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