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SQ Editor Documentation

  1. "File" menu
    1. New level
    2. Open level file
    3. Close window
    4. Save level file
    5. Save level file as
    6. Quit
  2. "Edit" menu
    1. Undo
    2. Cut
    3. Copy
    4. Paste
    5. Clear
    6. Copy Special
    7. Paste Special
    8. Select all
    9. Select none
  3. "Level File" menu
    1. Edit level file settings
    2. Edit level
  4. "Level" menu
    1. Next Level
    2. Previous level
    3. Level settings
    4. Customize RAGs
    5. Edit background
    6. Clear level of all objects
    7. Fill with current graphic
    8. Replace graphics
    9. Show / Hide background
    10. Show / Hide object side info
    11. Highlight selected object types / Display objects normally
    12. Hide objects
    13. Show selected object type only
    14. show objects
  5. "Graphics" menu
    1. Background
    2. Starting location
    3. All individual objects
    4. New object
  6. "Window" menu

 

Note: The text in parenthesis next to the menu item is the keyboard shortcut.

 

"File" Menu

 

New Level File…

Creates an empty level file. If you want to create a new level file, I recommend that you open an existing level file (like "Single Player Levels" or "Classic Style Levels") and do a save as so that you have all of the graphics from that level file.

 

Open Level File… (command-O)

Opens a level File. Uses navigation services where available.

 

Close Window (command-W)

Closes the active front most window if there is one

 

Save Level File (command-S)

Saves the level file that is currently active. If you are unsure which level file is going to be saved, make the main window for that level file active. To do this, use the "Window" menu and select the menu item that has the same name of the file name of the level you want to save. Note: Currently the sq objects, graphic lists, object groups, and level data are tracked for being modified. So only the sq objects, graphic lists, object groups, and level data that you have modified will be written, but all other resources will be written no matter what. In the future I plan to implement dirty trackers in several other resources to reduce the time spent to save the level file.

 

Save Level File As… 

Saves the current level file under a new name.

 

Quit (command-Q) 

The quit menu item first closes all windows and level files and asks you if you want to save a level file whether or not you have modified that level. If you click cancel at any time the quit operation will be canceled, but any level files that were closed during the quit operation will remain closed until you reopen them.

 

 

"Edit" Menu

Provides the standard edit menu functions. Check the Edit Menu to see what will be done when you select a menu item. The menu item names are changed to tell you what is going to be copied or pasted. Sometimes the edit menu items are not enabled but you can still copy and paste within text fields using the keyboard shortcuts.

 

"Level File" Menu

 

Edit Level File Settings...

Selecting this item will bring up the level file settings window for the currently active level file. The level file settings window provides the editor for the level file settings.

 

Edit Level... (command-E) 

Selecting this item will bring up a window showing all of the levels in the currently active level file.

 

"Level" Menu 

These menu items are only available when a level editor window is the current active window (front most)

 

Next Level (command-N) 

Hopefully this is self-explanatory

 

Previous Level (command-P)

Displays the level that is sequentially before the current level.

 

Level Settings (command-L)

Selecting this menu item brings up the level settings window for the level that is currently being displayed in the active level editor.

 

Customize RAGs… (command-R)

Selecting this menu item brings up the customize RAGs window for the level that is currently being displayed in the active level editor.

 

Edit Background… (command-B) 

Selecting this menu item brings up the background selector window for the level that is currently being displayed in the active level editor.

 

Clear Level of All Objects... 

Removes all objects from the currently displayed level.

 

Fill With Current Graphics...

Selecting this menu item will fill the entire level with the currently selected object.

 

Replace Graphics…

(This menu item is not yet implemented.)

Selecting this menu item will open the Replace Graphics window which allows you to replace all objects of a certain type with another type of object.

 

Show / Hide Background (b)

Toggles the display of the background in the level editor.

 

Show / Hide Object Side Info (i)

Toggles the display of the side info for each object in the level editor. A line is drawn on each side of each object in the level editor. The color of the line denotes the property of the side. Some properties override others in the drawing of the color of the line. The color red denotes the property "bad." The color gray denotes the property "blocking." The color green denotes that the snake can pass through the object at that side. The color blue denotes the property "moveable." (the moveable property is currently not implemented in SQ game.)

 

Highlight Selected Object Type / Display Objects Normally (h) 

Toggles the highlight of the currently selected object type. Highlighting the object just inverts the colors of the object in the editor.

 

Hide Objects, Show Selected Object Type Only, Show Objects (o) 

Controls which objects are displayed in the level editor. Pressing the key "o" will cycle through the three settings. The hide objects setting hides all objects in the level editor except the jewel and snake starts. The show selected object type only setting will show only the currently selected object in the level editor. The show object setting will show all objects in the level editor.

 

Graphics Menu

 

Background

Changes the currently selected object type to background. Which is essentially nothing.

 

Starting Locations

Here you can change the currently selected object type to a snake or jewel start. Normally when a level contains no snake or jewel starts the position of the snake and jewel is chosen at random. Putting a jewel or snake start in the level forces SQ to choose the snake or jewel position from the chosen snake starts or jewel starts. If you only choose one snake start and your level is played with two players a random position is selected for the two snakes.

 

All Individual Objects

Brings up the object palette window which lists all the objects in the current level file that you can select.

 

New Object

Creates a new object.

 

Window Menu

Use the window menu to bring an open window to the front. (The top three menu items will be implemented in the future)

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