tag:blogger.com,1999:blog-75079265350957229922024-03-19T04:40:20.420-07:00Dennaton Interactive Design of the Futurecactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-7507926535095722992.post-71049142946224490302015-12-11T21:19:00.000-08:002015-12-11T21:24:01.106-08:00Brief explanation of the cutscene editorI will do my best to write a more thorough guide for using the <b>cutscene editor</b> this weekend, but I figured it might be good to explain the very basics.<br />
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To start creating a cutscene go to the <b>top menu</b>, and select <b>"Create Cutscene"</b> from the <b>"Level" submenu</b>. You will now see the <b>cutscene editor</b> instead of the <b>level editor</b>. The <b>"NPC" tab</b> should be pretty self explanatory, it works a lot like placing furniture. Choose a sprite for your <b>NPC</b> and then click in the grid to place it. It's a good idea to <b>name </b>your <b>NPCs </b>to make it easier to keep track of them if you wish to assign any <b>actions</b> to them.<br />
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Once you've set up your <b>NPCs</b>, head over to the <b>"Frame" tab</b>. You need to first place a <b>trigger</b> before being able to assign any <b>actions</b>. A <b>trigger </b>can either be an area which <b>activates your cutscene</b> once the player enters it. You can also assign triggers to <b>NPCs</b> so that clicking them or approaching them will trigger the cutscene (<b>right click</b> a <b>NPC</b> and choose the <b>trigger action</b>).<br />
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To create an <b>area trigger</b>, press the <b>"Add Trigger" button</b> in the <b>"Frame" tab</b>, it will become highlighted. After that click and drag to create a rectangular area which you want to use for triggering your cutscene.<br />
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With your <b>trigger</b> added, it's time to assign <b>actions</b>. You can either right click a character to add <b>character specific actions</b>, or press the <b>"Add Action" button</b> in the <b>"Frame" tab</b>. Most <b>actions</b> should be fairly self explanatory.<br />
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The <b>actions</b> you add are placed in a <b>frame</b>, and all <b>actions</b> in a <b>frame</b> will be executed <i>simultaneously</i>, and they must all be completed before the <b>cutscene</b> moves over to the next <b>frame</b>. So, let's say you want the player to walk up to an <b>NPC</b> and start a dialogue. First you <b>right click</b> the player and add a <b>"Walk To" action</b>, you then specify a <b>path</b> to the <b>NPC</b>. Then you add a new <b>frame</b> by clicking <b>"Add Frame"</b>. After that you add the <b>dialogue action</b>. Finally you need to add a<b> "Stop Sequence"</b> <b>action</b>. The <b>"Stop Sequence" action</b> breaks the <b>cutscene</b> and returns control to the player, and it also has the option of triggering the <b>"Level Clear" state</b>. If you want to add further content to your cutscene you must then add a new trigger.<br />
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I hope this makes it a little bit more clear how the Cutscene Editor works.<br />
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Peace & Love<br />
-Jonatan<br />
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PS. A big thank you to everyone who's been using the Editor and been enthusiastic about it. It's been countless hours of hard (nightmarish) work, but you guys make it worth the effort. cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com151tag:blogger.com,1999:blog-7507926535095722992.post-29704296063429435482015-12-10T10:07:00.000-08:002015-12-10T10:52:38.982-08:00The Hammer is Yours!<div style="text-align: center;">
Introducing the new character: </div>
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THE HAMMER.</div>
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<a href="http://2.bp.blogspot.com/-knZrDMaaUlA/Vmm3l-nZUxI/AAAAAAAAAQA/q6uvZ8uvICQ/s1600/12364449_804363546341600_2022096362_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="http://2.bp.blogspot.com/-knZrDMaaUlA/Vmm3l-nZUxI/AAAAAAAAAQA/q6uvZ8uvICQ/s640/12364449_804363546341600_2022096362_o.jpg" width="350" /></a></div>
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SO who is he? Why is he in HLM2? Well, this dashing face and slick appearance (worthy of a true 90s action hero) belongs to our dear friend HM Hammarin! We got to know him through his music as he played a show together with Jonatan a couple years ago! He blew us away with one of the most legendary live shows we've ever seen. He is a true original performer/character in our eyes and you should all click some of the links below and check him out before you read more (if you know swedish you can also dive deeper into his mind with his video diary! Highly recommended!)</div>
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<a href="https://www.facebook.com/hmhammarin/?fref=ts">https://www.facebook.com/hmhammarin/?fref=ts</a></div>
<a href="https://open.spotify.com/artist/6vNHqAUMUyg4sP7CdfGuNL">https://open.spotify.com/artist/6vNHqAUMUyg4sP7CdfGuNL</a><br />
<a href="https://www.youtube.com/user/hmhammarin/videos">https://www.youtube.com/user/hmhammarin/videos</a><br />
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But this is where the connection between the man Hammarin and the character The Hammer ends, because the purpose of adding him into the editor is giving you a blank piece of paper. It's up to you people to create the story behind The Hammer. Why is he in Miami? Has he anything to do with 50 Blessings? Is he in it for the money or for love? Well, that is up to you to decide! Looking forward to see what you will come up with!:)<br />
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Peace // Dennis<br />
<br />Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com86tag:blogger.com,1999:blog-7507926535095722992.post-10545279000645351942015-12-10T06:03:00.001-08:002015-12-10T09:18:33.967-08:00Beta installation and Beta period information.<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Hey everyone!</span></span></span><br />
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><br /></span></span></span>
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">So we are finally here!:D At the point where you all will get a chance to play around with the editor (and hopefully doing so without to many problems or bugs!). We would like to thank everyone who waited patiently, everyone who hacked the alpha editor and came with suggestions to improve it, everyone who said kind words to boost our morale when it was low! Thanks so much!!!</span></span></span><br />
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<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">With that said, here we go! <b>Please please please read all the way down to the end of the post before doing anything else</b>, so you are fully informed! Thanks and enjoy!:) </span></span></span><br />
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><br /></span></span></span>
<span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="background-color: #cfe2f3;"><u style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>Beta availability</b></u><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Current availability status for the Level Editor Beta as of December 10th 2015 is:<span class="Apple-converted-space"> </span></span></span></span></span><br />
<ul class="bb_ul" style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">
<li><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="background-color: #cfe2f3;"><b>Windows</b>: Available. Workshop TBA.</span></span></span></li>
<li><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="background-color: #cfe2f3;"><b>Mac</b>: TBA</span></span></span></li>
<li><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="background-color: #cfe2f3;"><b>Linux</b>: TBA</span></span></span></li>
</ul>
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><u>INSTRUCTIONS:</u></b><span style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; word-spacing: 0px;"> </span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">How to access the beta:</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">First of all, make sure to <b>restart Steam</b>! To access the level editor, navigate to <b>Hotline Miami 2</b> in your Steam library, right click the game and select<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">properties</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">. From there go into the<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">betas</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>tab and select</span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"> editor_beta</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>from the drop-down list and press<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Close</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">. Your game will now update to the beta version with the editor included<span style="font-family: "verdana" , sans-serif;"> <span style="font-family: "verdana" , sans-serif;">[editor_beta] should appear next <span style="font-family: "verdana" , sans-serif;">the title in your library</span></span></span>. If it doesn't update straight away either wait a little while or restart your Steam client. S<span style="font-family: "verdana" , sans-serif;">o<span style="font-family: "verdana" , sans-serif;">me also need to reinstall the game (try this if you launch the <span style="font-family: "verdana" , sans-serif;">game and steam crash).</span></span></span></span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">How to opt out of the beta:</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Repeat the steps above but select<b> 'default'</b> instead of <b>'editor_beta'</b> as the branch to change your installation to. Your local Hotline Miami 2 installation will revert back to the non-beta, game-only version as it was before you opted into the Beta.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Usage Instructions and tutorials.</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">We've made a manual post <a href="http://dennaton.blogspot.se/2015/12/level-editor-manual-basics.html">here</a> that explains the basics.</span><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"></span><span class="url"></span><span class="url"> We are working on having a extended manual or video tutorials for the cut scene editor up as soon as possible (feel free to play around with it though, you will figure it out I'm sure:).</span></span></span></span><br />
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">How to report bugs and feature suggestions:</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Use the<span class="Apple-converted-space"> </span></span><a class="bb_link" href="http://steamcommunity.com/app/274170/discussions/1/492379439689271858/" style="cursor: pointer; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-decoration: underline; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>"Level Editor Bug Reports"</b></a><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>thread for bug reports and the<span class="Apple-converted-space"> </span></span><a class="bb_link" href="http://steamcommunity.com/app/274170/discussions/1/492379439689272850/" style="cursor: pointer; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-decoration: underline; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>"Level Editor Feature Suggestions"</b></a><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>thread for feature suggestions.<span class="Apple-converted-space"> </span></span><b>This is quite important since we are only two people gathering all the information, so keeping all of this in one place makes it a lot easier to monitor. </b>Things posted elsewhere will be asked to share the information on steam instead.<br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">How to share your levels:</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">As of right now the Steam Workshop support for the editor is not yet available. Until it is available you can share your levels via any online file storage provider, e-mail, or other any other way you can think of to share some files with a friend or community.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Once you've finished your level or campaign you can select it in the custom level selector (the Editor menu) and press 'O' on your keyboard to show the level's files in Windows Explorer. From there you can zip the folder and send it to whoever you like!</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">How to play shared levels:</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">As mentioned above, Workshop is currently unavailable so you'll have to obtain shared levels through some other means. Once you do get your hands on some levels simply copy them into<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">/My Documents/My Games/HotlineMiami2/Levels/single/</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>or<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">/My Documents/My Games/HotlineMiami2/Levels/campaigns/</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>making sure to put the files in a sub-folder in either of the two locations mentioned. Single levels should go in the</span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">/single</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>folder and campaigns into the<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">/campaigns</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>folder.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Once the files have been placed in the correct location the levels should show up in the level selector.</span></span></span></span><br />
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<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><u><b>THE SUPER EXPERIMENTAL CUSTOM SPRITE MOD:</b></u></span></span></span></span><br />
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><br /></span></span></span></span>
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">I know we have said all along that the editor wouldn't feature custom sprite mods. Well, now it does have a test version of it and all thanks to Frans at Abstraction (some of you know him as </span></span></span></span><span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Wussie or snarfk:) and Tct2k. So please give them a digital round of applause while I leave it to Frans to explain it all.</span></span></span></span><br />
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><br /></span></span></span></span>
<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;"><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><u>IMPORTANT:</u></b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>Modding support is currently highly experimental and driven by community created tools. We are very thankful to the authors of these tools and the players that have shown such passion and dedication in creating mods so far. To show our gratitude we've included some additional functionality in the December 10th update to make their lives a little easier and allow them to reach a larger portion of the community with their creations. However, we cannot currently guarantee any official support or liability for the modding tools themselves or any issues arising due to using community created mods.<span class="Apple-converted-space"> </span></span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Proceed at your own risk.</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><u style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>Background:</b></u><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Some of you may be familiar with<span class="Apple-converted-space"> </span></span><a class="bb_link" href="https://github.com/TcT2k/HLMWadExplorer" style="cursor: pointer; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-decoration: underline; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">HLMWadExplorer</a><span class="bb_link_host" style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; padding: 4px; text-align: left; text-indent: 0px; text-transform: none; top: -1px; white-space: normal; widows: 1; word-spacing: 0px;">[github.com]</span><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>by TcT2k. If you are not, here's the gist of it:</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">HLMWadExplorer has been around for a little while and has been used by the Hotline Miami community to create basic mods for the game. The tool allows you to extract, modify and replace most of the raw data used by Hotline Miami 2 and is most often used to alter the appearance of various elements (sprites and tiles) within the game. <span style="font-family: "verdana" , sans-serif;"><a href="https://github.com/TcT2k/HLMWadExplorer/wiki/How%20to%20create%20a%20Mod">Here</a> is a <span style="font-family: "verdana" , sans-serif;">tutorial on how to change sprites.<span style="font-family: "verdana" , sans-serif;"> </span></span></span></span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">The tool modifies the WAD files that shipped with the game, replacing (some of) the data with custom versions which will then be loaded by the game. While this works it's prone to breaking down when we update the game (Steam will re-download and overwrite the patch WAD file when it changes, causing the player having to re-apply any mods that were in use) and also doesn't really allow level creators to easily ship custom sprites and other assets along with their levels.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">In the December 10th update we've added some rudimentary support to make managing community created mods a little easier and allow dedicated content creators to customize the look and feel of their levels and campaigns further by including additional mods that will be used by the game when their levels are being played. Included below is some information on how to author and use this new functionality.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><u style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>Instructions:</b></u><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Creating Mods</b><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">Use HLMWadExplorer to create a .patchwad file by exporting, editing and replacing assets present in the WADs. Save the file to<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">/My Documents/My Games/HotlineMiami2/mods</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>to have it load throughout the entire game. Alternatively if you want to include a mod only with your custom level or campaign, navigate to the in-game level selection menu and select the campaign or level you wish to include mods for. Press 'O' to show the directory containing the level/campaign files in Windows explorer. Create a<span class="Apple-converted-space"> </span></span><b style="font-style: normal; font-variant: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">mods</b><span style="display: inline ! important; float: none; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><span class="Apple-converted-space"> </span>directory there and save the .patchwad file in this directory. The mods included in this directory will be loaded when playing or editing the level and can be sent to other players as well.</span><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><br style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;" /><u style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;"><b>Limitations:</b></u></span></span></span><br />
<ul class="bb_ul" style="font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 20px; text-align: left; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px;">
<li><span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Mods included with levels or campaigns currently do not support custom sounds. While they can be included in the mod files they will not be loaded by the game as it loads all the audio information once, when the game starts. Mods included in your savegame folder are able to customize sound effects.</span></span></span></li>
<li><span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Modifying the in-game music tracks is not supported due to legal reasons.<span class="Apple-converted-space"> </span></span></span></span></li>
<li><span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">As of right now we are unsure if we can include the functionality as-is for levels distributed on the Steam Workshop. More information on this will be available once the Steam Workshop support is enabled.</span></span></span></li>
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<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">That is all for now! Hope you like it and let's stay in touch;)</span></span></span><br />
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<span style="background-color: #cfe2f3;"><span style="font-family: "verdana" , sans-serif;"><span style="font-size: small;">Peace // Dennis & Jonatan</span></span></span>Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com261tag:blogger.com,1999:blog-7507926535095722992.post-24691837956062590032015-12-09T13:33:00.001-08:002016-07-06T10:37:01.283-07:00Level Editor Manual<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: large;"><b>The Level Editor</b></span></div>
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<img border="0" height="360" src="https://1.bp.blogspot.com/-oPOwrvESIWk/Vmh3Sjm5BCI/AAAAAAAAAKY/vbJCChRV4YM/s640/CustomMenu.jpg" width="640" /></div>
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When you start the editor this is the screen you will see. It will contain all of your <b>levels</b> and <b>campaigns</b>, and you will use this menu to <b>play</b> and <b>edit</b> your levels.</div>
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<img border="0" height="20" src="https://1.bp.blogspot.com/-mUCzQ2Yvg-o/Vmh3T-WR7TI/AAAAAAAAAKs/jpCZ5Pny7EU/s640/CustomMenuShortcuts.png" width="640" /> </div>
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To create a new level press <b>C</b> on your keyboard. To edit your level press <b>E</b>. To remove a level press <b>Delete</b>. To sort your levels press <b>Space</b>. To add custom graphics press <b>O</b> (the letter not the number). </div>
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Pressing <b>Escape</b> lets you toggle between <b>Campaigns</b> and <b>Levels</b> using your <b>arrow keys</b> or <b>A/D</b>. Pressing <b>Escape</b> again returns you to the <b>main menu</b> of the game.</div>
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Pressing <b>Shift</b> you can choose whether to see <b>local</b>, <b>uploaded</b> or <b>downloaded </b>levels/campaigns, for easier browsing.</div>
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<span style="font-size: large;"><b>Creating a new level</b></span></div>
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<a href="http://1.bp.blogspot.com/-oYZT-iOSmmM/Vmh5-owA-EI/AAAAAAAAAOo/kBccLLsacnQ/s1600/EditorStartup.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="360" src="https://1.bp.blogspot.com/-oYZT-iOSmmM/Vmh5-owA-EI/AAAAAAAAAOo/kBccLLsacnQ/s640/EditorStartup.jpg" width="640" /> </a></div>
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Start creating a new level by pressing <b>C</b>, you will be asked if you want to create a new level, select <b>"Yes"</b>. You will then be greeted by the screen above. </div>
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<a href="http://1.bp.blogspot.com/-dpxgMN6UMzY/Vmh3alMOwxI/AAAAAAAAAMk/NX1FjG7Tj58/s1600/LevelSettings.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="227" src="https://1.bp.blogspot.com/-dpxgMN6UMzY/Vmh3alMOwxI/AAAAAAAAAMk/NX1FjG7Tj58/s400/LevelSettings.png" width="400" /></a></div>
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First you need to choose some <b>level settings</b>. Here you can enter a <b>title</b> for your level, select which <b>player character</b> you want to use and the <b>music</b> you want to play.<br />
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After you've made your selections let's take a brief detour and look at the <b>top menu</b>. You access this menu by holding your mouse pointer at the top of the screen. <br />
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<a href="http://3.bp.blogspot.com/-It6QfD9I4ig/Vmh3bnTBWbI/AAAAAAAAAM4/s5GcXfBXcNs/s1600/TopMenuFile.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="202" src="https://3.bp.blogspot.com/-It6QfD9I4ig/Vmh3bnTBWbI/AAAAAAAAAM4/s5GcXfBXcNs/s640/TopMenuFile.png" width="640" /></a></div>
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The <b>File menu</b> handles <b>saving</b>, <b>loading</b> and <b>playing</b> your level, as well as <b>creating campaigns</b> and <b>publish</b> your creations (<i>publishing not available in the beta</i>). This is also where you go to <b>quit</b> the editor.<br />
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<img border="0" height="162" src="https://4.bp.blogspot.com/-H6s9m4s26Zg/Vmh3bMKfECI/AAAAAAAAAM0/PhdxFp9l4ik/s640/TopMenuEdit.png" width="640" /> </div>
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The <b>Edit menu</b> is for quickly <b>removing tiles</b>, <b>walls</b>, <b>objects</b>, <b>characters</b> or whole <b>floors</b> (if you have a multi floor level that is).</div>
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<img border="0" height="192" src="https://1.bp.blogspot.com/-FOkCEUxzrBs/Vmh3b_qJTsI/AAAAAAAAANA/NDNlWMqUuNg/s640/TopMenuLevel.png" width="640" /> </div>
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The <b>Level menu</b> allows you to create <b>new floors</b> or toggle between them, it also allows you to access the <b>cutscene editor</b> (<i>more information about that later</i>), set <b>level borders</b> and add <b>graphical effects</b>.</div>
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The <b>Option menu</b> allows you to change the <b>level settings</b> you were prompted to enter upon creating your new level. Here you can <b>switch player</b>, change your <b>level title</b> or its <b>music</b>. You can also choose to disable <b>the grid</b> and the <b>wall guide</b> (<i>not recommended</i>). The wall guide is used when creating a level with <b>multiple floors</b> so that you can see the layout of the floor beneath or above.<br />
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Alright, with that out of the way, let's take a look at the actual editor. The <b>editor window</b> is divided into five different tabs: <b>Build</b>, <b>Items</b>, <b>Enemy</b>, <b>Misc</b> and <b>Level</b>. The first tab you might want to take a look at is <b>Build</b>.<br />
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<a href="http://2.bp.blogspot.com/-7VsZAHrfmBQ/Vmh3u9Ln-6I/AAAAAAAAAOY/Cnz7CF92pZw/s1600/LabelBuild.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://2.bp.blogspot.com/-7VsZAHrfmBQ/Vmh3u9Ln-6I/AAAAAAAAAOY/Cnz7CF92pZw/s640/LabelBuild.png" width="254" /></a></div>
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Here you can place <b>floor tiles</b> as well as create <b>walls</b>, <b>doors</b> and <b>windows</b>. There are a number of <b>tools</b> to make this easier.<br />
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<img border="0" src="https://1.bp.blogspot.com/-uMWg_1MIcGc/Vmh-WBZwZZI/AAAAAAAAAO8/eWOf800Wjto/s1600/CapsuleTile.png" /> <b>The Capsule Tool</b></div>
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<b>The capsule tool</b> allows you to add <b>walls</b> and <b>tiles</b> <i>at the same time</i> creating a new <b>room</b>. You will need to select which walls you want to add and what tile to use for the floor of your room individually. To create your room simply click and drag your mouse pointer anywhere in the grid area.</div>
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<img border="0" src="https://3.bp.blogspot.com/-P7bBvyytPAk/Vmh-WLRhI-I/AAAAAAAAAO0/QCSqxIivGto/s1600/FillTile.png" /> <b>The Fill Tool</b></div>
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<b>The fill tool</b> should be familiar to most, with it you can easily change the tiles of a room or an area. Just select the new tile you want and click on any floor to replace it.<b> </b></div>
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<img border="0" src="https://1.bp.blogspot.com/-KAoOkk68caI/Vmh-WBL7LFI/AAAAAAAAAO4/LHarSraADAU/s1600/SampleTile.png" /> <b>The Sample Tool</b></div>
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<b>The sample tool</b> allows you to easily find a specific tile you have already used in your level. Simply click the tool and then click the tile you want sampled. The floor tile and the tileset it's a part of will be highlighted in the <b>tile selection window.</b></div>
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<img border="0" src="https://3.bp.blogspot.com/-7M4RiCIRpMc/VmiASq3UONI/AAAAAAAAAPQ/HS8quQRDNyY/s1600/CapsuleWalls.png" /> <b>The Wall Capsule Tool</b></div>
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<b>The wall capsule tool</b> works like the <b>capsule tool</b>, except it doesn't place any floor tiles.</div>
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You can also place <b>walls</b> and <b>tiles</b> freely by deselecting all of the tools above. Then simply click and drag to place your tiles/walls. Hold <b>shift</b> and press the <b>right mouse button</b> to switch between <b>horizontal/vertical</b> walls.</div>
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To erase walls or floor tiles, simply <b>right click</b> and drag your mouse across them. Note that you have to have the <b>wall selection window </b>active to delete walls and the <b>tile selection window</b> active to remove tiles.</div>
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<b> </b><a href="http://4.bp.blogspot.com/-vrUO68iyxVs/Vmh3UALQkfI/AAAAAAAAAK0/n_y-B4WIulg/s1600/LabelBuildEraseWall.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://4.bp.blogspot.com/-vrUO68iyxVs/Vmh3UALQkfI/AAAAAAAAAK0/n_y-B4WIulg/s1600/LabelBuildEraseWall.png" /> </a></div>
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There are a few additional options when placing <b>doors</b>, when selecting a door in the wall window you will see two <b>checkboxes</b> pop up beneath it. One saying <b>"Locked"</b> and the other <b>"Cutscene"</b>. </div>
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Ticking one of the <b>checkboxes</b> means the door you then place will receive a specific <b>property</b>. <b>"Locked"</b> means that the door will not open. <b>"Cutscene"</b> means that the door
will only open <i>once all enemies are cleared from the floor</i>. This
feature was mainly added so that you can create a <b>cutscene</b> on a floor
with enemies, keeping the player from triggering it before he's killed all <b>enemies</b>.<br />
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Once you're done creating the basic layout of your level it's time to move on to the next part.<br />
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<a href="https://3.bp.blogspot.com/-nPgUZ2l7Igc/V308mZmTMwI/AAAAAAAAAVg/N9CWmpKf5u4U4D7JTdk_ctcgnT1lz3mgwCLcB/s1600/Barrier.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-nPgUZ2l7Igc/V308mZmTMwI/AAAAAAAAAVg/N9CWmpKf5u4U4D7JTdk_ctcgnT1lz3mgwCLcB/s1600/Barrier.png" /></a><b>The Barrier Tool</b></div>
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Select the Barrier Tool to place one way barriers where you want the player to be able pass through an opening but not exit back through it. To place the barrier simply click the space where you want to add it, then before letting go of the left mouse button drag up/down or left/right to indicate which way the barrier should be passable. <br />
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<b><a href="https://2.bp.blogspot.com/-s5W6KydsWPw/V308meFketI/AAAAAAAAAVo/tljrI5patVAxdamrHD3oMMcR20cS04zpQCLcB/s1600/Invisible.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://2.bp.blogspot.com/-s5W6KydsWPw/V308meFketI/AAAAAAAAAVo/tljrI5patVAxdamrHD3oMMcR20cS04zpQCLcB/s1600/Invisible.png" /></a>The Invisible Wall Tool</b></div>
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You may want to place invisible walls to seal of spaces you don't want the player to be able to move. Use the Invisible Wall Tool for this. Once you have clicked the symbol, simply click and drag to place invisible walls horizontally, vertically or diagonally. <br />
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<span style="font-size: large;"><b>Adding Furniture</b></span></div>
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<span style="font-size: small;">To make your level a bit more aesthetically pleasing you may want to add some furniture. To do so, simply click the next tab in the editor window called <b>"Items"</b>. </span></div>
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This is the <b>furniture browser</b>. You can click the top most field to enter <b>keywords</b> which will make it easier to find the furniture you want. Most of the furniture and various objects from the game can be found here. Click the name of an item you want to see and it will be shown in the <b>preview window</b> below. Some items have a few different variations which you can toggle between with the <b>arrow buttons</b> underneath the <b>preview window</b>. Once you've made your selection simply click anywhere in the grid area to place a furniture of your choice.<br />
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You can hold <b>shift</b> and <b>right click</b> to change the <b>orientation</b> of the object (before placing it) or hold <b>control</b> and click an object you've already placed to move it (note that if two objects occupy the same space, the first placed object will be picked up). Holding <b>shift</b> will also snap your object to walls.<br />
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At the very top you also have two checkboxes giving you the option to either place <b>"Furniture"</b> or <b>"People"</b>. We've already gone through the furniture so let's place some people. Star by clicking the <b>"People" checkbox</b>.<br />
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<a href="http://3.bp.blogspot.com/-SzMELoxEj2k/Vmh3YLwIW7I/AAAAAAAAALs/4hGXv9l4vCw/s1600/LabelItems2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://3.bp.blogspot.com/-SzMELoxEj2k/Vmh3YLwIW7I/AAAAAAAAALs/4hGXv9l4vCw/s640/LabelItems2.png" width="256" /> </a></div>
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The <b>"people"</b> you can place in this menu are static <b>NPCs </b>that <i>cannot be interacted with</i>, ideally used for <b>intros</b> and <b>outros</b>. You can choose to either have your <b>NPC </b>completely static, or cycle through an animation at a specified speed. To specify the <b>animation speed</b> use the slider below the preview window. </div>
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<b>Placing</b> and <b>orienting</b> your <b>NPCs</b> are done the same way as placing the <b>furniture</b>.</div>
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<span style="font-size: large;"><b>Placing Enemies </b></span></div>
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In the third tab called <b>"Enemy"</b> you get to place enemies. At first you may want to choose which <b>faction</b> of enemies you want to use (<i>some player characters can only fight one specific faction</i>). To do so, simply click the <b>arrow buttons</b> right beneath the <b>"Enemy"</b> tab.</div>
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Once you've chosen your <b>faction</b> you see a bunch of different <b>enemy types</b>. Each <b>enemy type</b> has a different <b>AI behavior</b>. The behavior should be apparent by each types label, but there is also a brief description of the selected type beneath the enemy selection window.</div>
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Most <b>enemy types</b> have a set of <b>check boxes</b> that will appear beneath the <b>enemy selection window</b>. Here you can choose what <b>weapon</b> you want the enemy to carry. Note that we have separated enemies with guns from enemies with melee weapons.</div>
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It's important to note that <b>human enemies patrol anti-clockwise</b> while <b>dogs patrol clockwise</b>. This means you have to place patrolling enemies accordingly.</div>
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<span style="font-size: large;"><b>Placing Weapons</b></span></div>
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To place weapons on your level, go to the <b>"Misc"</b> tab. The<b> weapon selection window</b> will show what weapons are available for the character and enemy faction you have chosen. To place a weapon simply click the one you want in the <b>weapon selection window</b> and then click in the grid area.</div>
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<span style="font-size: large;"><b>Placing the Player</b></span></div>
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To place the <b>player character</b> and <b>vehicle</b>, go to the <b>"Level"</b> tab. The first window you will see on your left is the <b>character window</b>. If this window is empty it means that you don't need to place the player character in order for your level to work. If you want to place a specific player character (<i>let's say Corey from the Fans or give Jacket a pre-selected mask</i>) you will see arrows in the character window if you hover your mouse over it. Click the arrows to cycle through the available masks, characters or styles.</div>
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In order to place your character the <b>character window</b> will need to be active (shown by a yellow border around it). To activate the <b>character window</b> simply click it. Once the <b>character window</b> is active you can click anywhere in the grid area to place your character. The same applies to the <b>vehicle window</b> located to the right of the <b>character window</b>.</div>
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In the <b>"Level"</b> tab you can also change the <b>author of the level</b>, <b>add a date</b> and <b>location</b>, enter the <b>maximum score</b> for your level (which will be used to calculate the grading for people playing it), as well as quickly <b>change the title</b> of your level.</div>
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<a href="http://4.bp.blogspot.com/-LIyBALEgvWs/VmiR22lNvEI/AAAAAAAAAPw/uCPw3NGkb04/s1600/AddCover.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://4.bp.blogspot.com/-LIyBALEgvWs/VmiR22lNvEI/AAAAAAAAAPw/uCPw3NGkb04/s1600/AddCover.png" /></a></div>
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You will also see a<b> blank cover</b> next to these text fields. By clicking it you can select a <b>custom cover</b> to be used for your level in the <b>Custom Level Selection</b> screen. Your covers need to be stored in the following folder to be available: <i>/my documents/my games/hotlinemiami2/covers. </i>It's also very important that your covers have the required size (34x57 32-bit PNG) otherwise it will not appear. <br />
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Finally, the <b>"Level"</b> tab has the <b>tool</b> you will need to use to create <b>transitions</b> between floors in a multi floor level.</div>
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<span style="font-size: large;"><b>Creating Multiple Floors</b></span></div>
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To create a level with<b> multiple</b> floors you first need to go to the <b>Top Menu</b>, go to the<b> Level Menu</b> and select <b>"New Floor"</b>. This will bring up a new empty floor, and if your previous floor had any walls, these should be shown in green (if the <b>wall guide</b> is enabled) to easier let you design the layout of your new floor. Make sure you design a clear transition area that connects between the floors (like a staircase). In the lower left corner of the screen you will see two or more of these symbols marking how many floors your level has and which floor you are currently editing.</div>
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Once you're done designing your new floor it's time to add a <b>transition point</b>. This can be a little bit tricky as you have to make sure you place them correctly or you may trap the player in a loop. To start with, click the <b>Floor Transition button</b> found under the <b>"Level"</b> tab. Your mouse pointer should now be a line with two arrows pointing in opposite directions. </div>
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If your staircase is leading up or down, you want to have a horizontal <b>transition point</b> (horizontal line with an arrow pointing up and one pointing down). To change the orientation of the <b>transition point</b>, hold <b>shift</b> and click the <b>right mouse button</b>. Once you have the correct orientation, hold your mouse pointer where you want to place the<b> transition point</b>, then hold down your <b>left mouse button</b> (<i>and don't release</i>). While holding down the <b>left mouse button</b> you can move your mouse up or down, this will make the bobbing arrow point in the direction of your mouse and indicate which direction you want the player character to move while transitioning between floors.</div>
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<span style="font-size: small;"><b> </b></span></div>
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<span style="font-size: small;">Once you're satisfied you release your <b>left mouse button</b>. A menu will pop up asking what floor you want your<b> transition point</b> to connect to. If your level only has two floors, the correct floor will be pre-selected.</span></div>
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<span style="font-size: small;"><b><br /></b></span></div>
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<span style="font-size: small;">Now it's time to add a<b> transition point</b> from the second floor back to the first. This is where you can accidentally create a loop between floors. In order to avoid this, make sure that the <b>transition points</b> are pointing <u>away</u> from each other, and that they don't overlap. If the<b> transition points</b> are pointing <u>towards</u> each other, the player can easily become trapped in between them.</span></div>
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<i>(This is a correctly placed transition between floors) </i><br />
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<a href="https://3.bp.blogspot.com/-E3m8SHbjkUU/V30_7K4f8QI/AAAAAAAAAWI/-rnVQaIXndEEp_4ghL7vs4-RZS_o8vMnACLcB/s1600/Elevator.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-E3m8SHbjkUU/V30_7K4f8QI/AAAAAAAAAWI/-rnVQaIXndEEp_4ghL7vs4-RZS_o8vMnACLcB/s1600/Elevator.png" /></a> </div>
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Besides placing regular floor transitions you can also place elevators. To do this, press "Elevator" next "Floor Transition". Placing the elevator works the same as placing any furniture. Once you've placed the elevator you will get the same prompt as when placing a regular floor transition.</div>
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<i> </i></div>
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<a href="https://1.bp.blogspot.com/-Y3DJ-X6YvRA/V30_7Ce3f3I/AAAAAAAAAWE/2pEkb3A4bQIGR3ad4Pg8TKP9rRB6ol7QgCLcB/s1600/PickAFloor.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-Y3DJ-X6YvRA/V30_7Ce3f3I/AAAAAAAAAWE/2pEkb3A4bQIGR3ad4Pg8TKP9rRB6ol7QgCLcB/s1600/PickAFloor.png" /></a> </div>
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Here you can choose what floor to transition to, as well as an offset in case you want the player to start in a different position on the new floor (if you for instance place an elevator at the top of the current floor, but want the elevator to be placed at the bottom of the next floor). </div>
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<i> </i></div>
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<span style="font-size: small;"><b>Adding Juice To Your Level</b></span></div>
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<span style="font-size: small;">Once your level is done, you might want to add some extra flair. The level editor has a set of different graphical effects to spice things up. Head back to the Top Menu.</span></div>
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<span style="font-size: small;"><b> </b></span></div>
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<span style="font-size: small;">In the <b>Level Menu</b> here you can add things like <b>rain</b>, <b>darkness</b>, <b>change background</b> and <b>sunshine</b>. While most are easy to toggle on and off, a couple might need a short explanation.</span></div>
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<span style="font-size: small;"><b><br /></b></span></div>
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<span style="font-size: small;">Start by clicking <b>"Add Rain"</b>. This will make rain start falling down on your entire level. If you would like to keep the rain from falling in certain areas (like in-door environments), you can now <b>click</b> and <b>drag</b> over areas you want to stay dry. Once you're done, <b>right click</b> to go back to editing your level.</span></div>
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Adding <b>darkness</b> works pretty much the same way as adding rain. Simply <b>click</b> and <b>drag</b> over the areas you want to be dark, then <b>right click</b> to finish.</div>
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<a href="http://1.bp.blogspot.com/-n2HuXqAQiDM/Vmh3a1fnxYI/AAAAAAAAAMo/07Wa6BokEFc/s1600/TopMenuDarkness1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="190" src="https://1.bp.blogspot.com/-n2HuXqAQiDM/Vmh3a1fnxYI/AAAAAAAAAMo/07Wa6BokEFc/s320/TopMenuDarkness1.png" width="320" /></a></div>
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<span style="font-size: small;"><b><span style="font-size: large;">Creating A Campaign</span></b></span></div>
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<span style="font-size: small;">Once you have a couple of levels you may want to turn them into a <b>campaign</b>. Start by naming your campaign (it's easy to forget this), and if you want you can click the <b>box cover</b> displayed on the right to add your own custom box cover art. </span>Your covers need to be stored in the following folder to be available: <i>/my documents/my games/hotlinemiami2/covers. </i>It's also very important that your covers have the required size (41x65 32-bit PNG) otherwise it will not appear. </div>
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<a href="http://1.bp.blogspot.com/-ymTm_2glMDQ/Vmh3SCo8MrI/AAAAAAAAAKI/HXgUOVa-Ves/s1600/CampaignEditor1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="418" src="https://1.bp.blogspot.com/-ymTm_2glMDQ/Vmh3SCo8MrI/AAAAAAAAAKI/HXgUOVa-Ves/s640/CampaignEditor1.png" width="640" /></a></div>
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Each level in a campaign consists of three parts. An <b>intro level</b>, a <b>main level</b>, and an <b>outro level</b>. The <b>intro</b> and <b>outro</b> parts are optional, but there must <u>always</u> be a <b>main level</b>. None of the parts need to be <b>cutscene</b> focused or <b>gameplay</b> focused, you can mix it up however you want. Press the <b>add button</b> next to each part to select one of the levels you've made.</div>
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Once you've added the parts you want you can choose to add a new campaign level by pressing the <b>"+" button</b>. Your campaign now has two levels. Now you need to specify intro/main/outro for the new level as well. If you want to delete a level, press the <b>"-" button</b> next to the <b>"+"</b>. Note that pressing<b> "-"</b> will remove the level you added last, <u>not</u> the level you are currently viewing. So make sure you don't screw up the order of your campaign.</div>
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Once you're satisfied with your campaign you can <b>add credits</b>. The credits are displayed at the end of your campaign. Enter a title and a name for each person contributing to your campaign and press <b>add</b>. The credits will be listed in the <b>credit preview window</b>. Once your credits are done press the <b>lower add button</b>.<br />
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To save your campaign, make sure to press <b>"Save"</b>.<br />
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<b><span style="font-size: large;">Cutscene Editor</span></b></div>
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<span style="font-size: small;">To access the cutscene editor go to the top menu, under "Level" select "Create Cutscene". This will take you to the Cutscene Editor.</span><br />
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The first thing you want to do when creating a cutscene is to add a trigger. Triggers activate the cutscene. To add a trigger you can click Add Trigger, to create an area based trigger, or right-click a NPC if you want to add a character based trigger. A cutscene can have several triggers, we'll discuss that further down.<br />
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If you select an area based trigger you will have to draw a rectangle which will trigger the cutscene if the player moves inside the marked area. How to add a character based trigger will be discussed further down.<br />
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<h2 style="text-align: center;">
Adding NPCs and Items </h2>
<h2 style="text-align: center;">
</h2>
<a href="https://1.bp.blogspot.com/-fUBJrDVODJc/V30lwr5mJRI/AAAAAAAAAUg/XD7BwjgrMzkKRESurDwOOaUrAHeKpnqOACLcB/s1600/Cutscene21NPCTab.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="640" src="https://1.bp.blogspot.com/-fUBJrDVODJc/V30lwr5mJRI/AAAAAAAAAUg/XD7BwjgrMzkKRESurDwOOaUrAHeKpnqOACLcB/s640/Cutscene21NPCTab.png" width="161" /></a>To add NPCs and items, go to the NPC tab in the cutscene editor. Here you can choose whether to place NPCs or Items, as well as giving them starting attributes.<br />
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When placing an NPC you want to first give the NPC a name, this makes it easier to add character based actions when creating your cutscene. To give your character a name press the field with the text "Character2". To select your NPCs starting sprite, press the field below the sprite preview window, a list will open with the currently available sprites. By clicking the checkbox labeled "All Sprites" you can choose between various non-character sprites as well.<br />
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Finally you can choose whether your NPC will be killable for the player and if it is solid or if you'd prefer the player to be able to pass through your NPC. Note that many of the NPC sprites are limited to one or two sprites, meaning they may not have associated walk, attack or death animations.<br />
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Click the NPC sprite preview window when your ready to place your character in the level.<br />
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Besides NPCs you can also add Items. These can be picked up by the character when active. You can choose whether the item should be visible and/or active when the room starts. You can also choose whether picking up the item will trigger the cutscene (and level) to be cleared.<br />
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There are further actions available to activate items and making them visible during a cutscene.<br />
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Like with your NPCs it may be good to name your Items and you name them, place them as well as choose their starting sprites in the same way you do with NPCs. <br />
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<h2 style="text-align: center;">
<b>How a cutscene works</b></h2>
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<b> </b></h2>
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<a href="https://1.bp.blogspot.com/-GovMZwbNLpA/V304YURwH8I/AAAAAAAAAVU/comlyq2vbY0ihYYxG6WlJnSBnbO2fyj8wCLcB/s1600/Cutscene23FrameActions.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-GovMZwbNLpA/V304YURwH8I/AAAAAAAAAVU/comlyq2vbY0ihYYxG6WlJnSBnbO2fyj8wCLcB/s1600/Cutscene23FrameActions.png" /></a>A cutscene consists of three elements. Actions that say what is supposed to happen, frames which say when the actions are supposed to happen and in what order, and sequences that determine when the cutscene is active and when it's not. </div>
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You start by adding actions. The actions you add are placed in a frame, and all actions in a frame will be executed <i>simultaneously</i>, and they must all be completed before the cutscene moves over to the next frame. So, let's say you want the player to walk up to an NPC and start a dialogue. First you right click the player and add a "Walk To" action, you then specify a path to the NPC. Then you add a new frame by clicking "Add Frame". After that you add the dialogue action. Finally you need to add a "Stop Sequence" action. The "Stop Sequence" action breaks the cutscene and returns control to the player, and it also has the option of triggering the "Level Clear" state. If you want to add further content to your cutscene you must then add a new trigger.<b> </b></div>
<h2 style="text-align: center;">
<b> </b></h2>
<h2 style="text-align: center;">
<b>Adding Actions</b></h2>
After you have placed a trigger it's time to add actions. You can either
create general actions (like playing sounds or
transition between levels) by pressing "Add Action" or
character actions (like walking or attacking) by right-clicking
on the player or an NPC.<br />
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<h3 style="text-align: center;">
General Actions </h3>
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To add dialogue to your cutscene, press "Add Dialogue".<br />
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Here you can enter two lines of dialogue, choose a face to be displayed during the dialogue you have entered and select which character the camera will focus on during these specific lines. You can press the "+" symbol to add further lines of dialogue, here you can choose if you want the same character to do the talking or choose a new character and face. You can also press "-" to remove the last entered lines of dialogue. <br />
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If you want to add a dramatic pause or wait for an animation to finish press the "Wait" button in the Actions Menu. Here you can choose a period of time that the game will wait before the cutscene continues to the next Frame. <br />
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To play any of the game's sound effects, press "Play Sound" in the Actions Menu. Click the sound name displayed in the middle of the window to open a list where you can select a sound effect. You can press "Play" to preview the selected sound effect.<br />
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To change music during you cutscene press "Play Song" in the Actions Menu. Click the song name displayed in the middle of the window to open a list where you can select a song. You can press "Play" to preview the selected song.<br />
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To stop the currently playing music press "Stop Song" in the Actions Menu. You can choose if you want the song to stop instantly or fade out over a period specified by the slider in the middle of the window.<br />
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To give the player back control over his character press "Stop Sequence". You can choose whether this action will complete the current level (allowing the player to move onto the next one by entering his vehicle) or if you want to create a multi-segmented cutscene with another trigger.<br />
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To automatically transition to the next level without the player having to walk back to his vehicle, select "Next Level". Here you can choose if you want the transition to be instant or fade to black over a period of time set by the slider in the middle of the window. <br />
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If you want the player to be able to pick up or interact with an item at a specific point in your cutscene, you can use the "Activate Item" action. You can select here if you want an item to become interactable and/or visible using the checkboxes. Click the item name in the middle of the window to choose which item you want to apply the action to.<br />
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<h2 style="text-align: center;">
Character Actions</h2>
To specify character based actions you can right-click the player or an NPC to open up the Character Actions Menu. <br />
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<a href="https://2.bp.blogspot.com/-zhdZ0m66gZM/V30lxWGc8OI/AAAAAAAAAUs/2C9Cty73oxE-qXFI07xwsG-f04SWg5YzACLcB/s1600/Cutscene4CharacterAction.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="340" src="https://2.bp.blogspot.com/-zhdZ0m66gZM/V30lxWGc8OI/AAAAAAAAAUs/2C9Cty73oxE-qXFI07xwsG-f04SWg5YzACLcB/s640/Cutscene4CharacterAction.png" width="640" /></a></div>
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You will see a list of character actions available to choose from.<br />
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<a href="https://1.bp.blogspot.com/-66JbbaOuVmw/V30lv17BE7I/AAAAAAAAAUA/-7nY0jl2wUcoNnAgqU6soEv_XcqKL6RmACLcB/s1600/Cutscene13WalkTo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="363" src="https://1.bp.blogspot.com/-66JbbaOuVmw/V30lv17BE7I/AAAAAAAAAUA/-7nY0jl2wUcoNnAgqU6soEv_XcqKL6RmACLcB/s400/Cutscene13WalkTo.png" width="400" /></a></div>
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If you want a character to automatically move to a certain position use the "Walk To" action. This will allow you to place a set of waypoints leading to the desired location. You can add a total of five waypoints in one walk action. Note that the first walkpoint is placed where the character triggers the action (and is displayed on top of the character in the cutscene editor). Once you're done you can right click to finish the path, or press delete to remove the last added waypoint. <br />
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<a href="https://3.bp.blogspot.com/-i1A7VndM284/V30lwHOAhLI/AAAAAAAAAUE/8xTzP46j5_A2LdUw2yTVSl8BvLDEs7-WgCLcB/s1600/Cutscene14WalkToMenu.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-i1A7VndM284/V30lwHOAhLI/AAAAAAAAAUE/8xTzP46j5_A2LdUw2yTVSl8BvLDEs7-WgCLcB/s1600/Cutscene14WalkToMenu.png" /></a></div>
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Once you've added the path you can choose how fast you want the character to walk, or press "Redo" to redraw the character's path.<br />
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To change the sprite of a character press "Change Sprite" in the Character Actions Menu. Click the sprite name in the middle of the window to open a list of available sprites to choose from.<br />
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<a href="https://3.bp.blogspot.com/-onwd8LTa9NE/V30lwMdirlI/AAAAAAAAAUM/sxc9zI4nG28fCqpcAiSHNW-NkH1nVCItgCLcB/s1600/Cutscene16AnimateSprite.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-onwd8LTa9NE/V30lwMdirlI/AAAAAAAAAUM/sxc9zI4nG28fCqpcAiSHNW-NkH1nVCItgCLcB/s1600/Cutscene16AnimateSprite.png" /></a></div>
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To play the animation associated with a character's sprite click "Animate Sprite". You have a few different options on how to animate the sprite. You can choose if you want the animation to loop, loop with a short interval between loops, have the animation loop freely regardless of current cutscene frame, or to stop an animation. <br />
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To make a character attack choose the "Attack" action. This will automatically make your character perform an attack that's associated to the character's current sprite (if there is one). You can choose which direction you want the character to face when attacking by either manually choosing one or automatically target any of the characters placed on the current floor. You can also choose whether you want your character to keep attacking during the current frame or just attack once. If a killable NPC is within the range of the attack he will automatically be killed. <br />
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If you want to manually trigger the death of a character you can use the "Die" action. This only works if the character's current sprite has an associated death sprite. You have four different options for how you want the character to die. <br />
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<a href="https://3.bp.blogspot.com/-wjVlDsGIL3A/V30lwU6PSDI/AAAAAAAAAUY/yOebDtX2l5IsKCoJ9lrf_YaKz42G75u6QCLcB/s1600/Cutscene19Rotate.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-wjVlDsGIL3A/V30lwU6PSDI/AAAAAAAAAUY/yOebDtX2l5IsKCoJ9lrf_YaKz42G75u6QCLcB/s1600/Cutscene19Rotate.png" /></a></div>
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If you want a character to rotate towards something, use the "Rotate" action. Click within the circle on the right to choose a new direction. If the checkbox labeled "Snap" is checked you will have 8 different directions to choose from. Unchecking it will allow you to choose freely what direction you want the character to face. The "Animate" checkbox makes the character visible rotate towards the given direction. Choose instant if you want the character to change direction instantly.<br />
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To change the properties of an NPC (not possible for the player character) use the "Properties" option in the Character Actions Menu. Here you can rename the character, change it's starting sprite, select whether the NPC is solid or if the player should be able to pass through him, as well as whether the NPC is killable.<br />
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<b><span style="font-size: large;"><span style="font-weight: normal;">Miscellaneous</span></span></b></div>
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<a href="https://3.bp.blogspot.com/-RFJQD5LxjDs/V30-xn49HYI/AAAAAAAAAV4/FbHC4l-Xy7QGGL27cbsmnD_e6YHNW6c9QCLcB/s1600/DeleteFrames.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://3.bp.blogspot.com/-RFJQD5LxjDs/V30-xn49HYI/AAAAAAAAAV4/FbHC4l-Xy7QGGL27cbsmnD_e6YHNW6c9QCLcB/s1600/DeleteFrames.png" /></a><span style="font-size: small;">To remove frames and actions there are two buttons beneath the Cutscene Overview Window, labeled "Del Frame" and "Del Action". Deleting a frame with a trigger associated to it will also delete the trigger. To bybass a cutscene entirely, remove all frames and triggers. Note that a cutscene with no actions or triggers will be bypassed along with all items and NPCs placed.</span></div>
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<div style="text-align: left;">
<a href="https://1.bp.blogspot.com/-GEOZLFS6VoE/V30-2l0fBcI/AAAAAAAAAV8/swGLGLybUcwrNQnBqF-A498Yp5fac6I3gCLcB/s1600/TempCharacter.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://1.bp.blogspot.com/-GEOZLFS6VoE/V30-2l0fBcI/AAAAAAAAAV8/swGLGLybUcwrNQnBqF-A498Yp5fac6I3gCLcB/s1600/TempCharacter.png" /></a><span style="font-size: small;"> When creating a cutscene on a floor that has no player character, the editor will add a temporary player character symbol which can be used the same way as the normal player character.</span></div>
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Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com156tag:blogger.com,1999:blog-7507926535095722992.post-7877494079712516302015-12-01T08:16:00.001-08:002015-12-01T08:16:30.591-08:0010 more days.Hey!<br />
<br />
So everything is moving along nicely and we will have a build ready for you on the 10th:)<br />
<br />
The main level creator is working fine now but the cut scene part of the editor still has some wonky behavior. This is mainly because of all the different combinations and scenarios that is available. We are trying to test as many of them as we have time (and imagination) to create but there will be some weird stuff still in there on the 10th for sure. Please have this is mind when you start playing around with it and please report any bugs you find!<br />
<br />
Thanks for your time and see you on the 10th :)<br />
<br />
Peace // DennisDennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com48tag:blogger.com,1999:blog-7507926535095722992.post-53638384289208707882015-11-17T11:03:00.003-08:002015-11-17T11:15:16.464-08:00Beta releasedate!Hey!<br />
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The testing period for the Hotline Miami 2 level editor with Testronic is over and we are very happy with the results! There were tons of bugs found and fixed so the core of the editor feels very stable now. While the cut-scene creator and campaign editor still have some nasty bugs, Jonatan and Abstraction are going to take care of them soon and get those features all smoothed out as well.<br />
<br />
So without any further delay we're excited to announce:<br />
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THE BETA VERSION OF THE EDITOR WILL BE UP ON STEAM ON THE 10TH OF DECEMBER!<br />
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We've added some extra time just to make sure that the date won't be pushed anymore. Thursday the 10th of December is the day. More details soon!<br />
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Some important information:<br />
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1. The beta is on STEAM ONLY. The forum makes it easier to gather bugs and the automatic update makes sure everyone is playing the correct version.<br />
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2. The beta is WINDOWS ONLY for now. The editor will support Mac and Linux later on. No editor for PS3, PS4 or Vita.<br />
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3. WORKSHOP IS NOT AVAILABLE AT THE BEGINNING but will be added later. Levels can be shared locally by sending the level folders around.<br />
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4. EVERYONE CAN GET ACCESS TO THE BETA WITHOUT INVITE! So we don't need your Steam information or anything, you do this yourself when it's available. More info on how you do that on release date. <br />
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5. ALL CONTENT IS AVAILABLE FROM THE START (some minor features will be added later).<br />
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6. NO PROMISES THAT LEVELS MADE IN THE BETA WILL CARRY OVER TO THE FINAL VERSION. Things will change during the course of the beta as we fix and update the code, so no promises that levels will stay the same or survive the whole trip.<br />
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7.THE PLAN IS TO HAVE THE BETA OPEN DURING DECEMBER TILL EARLY JANUARY and then have final version out shortly after that.<br />
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8. NO CUSTOM MUSIC EDITOR. If we let people get free music when they download levels we are viewed as a illegal file sharing tool. There is also impossible to make sure that if people added a track that the artist of that track is cool with the fact that he/she/they are in HLM.<br />
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9. NO CUSTOM SPRITE EDITOR from us but other people have already created their own and they work great:)<br />
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10. The plan is to have VIDEO TUTORIALS up before the 10th (or quite soon after) but I think you will figure out most of it without our help ;)<br />
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11. NIGEL IS HANDSOME!!!<br />
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Take care // Dennis<br />
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<br />Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com252tag:blogger.com,1999:blog-7507926535095722992.post-5500657418411743662015-11-03T09:39:00.001-08:002015-11-03T11:29:18.469-08:00Editor Update: QA sessionHey everyone!<br />
<br />
So here comes a small update on the editor.<br />
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For the last two weeks the editor has been in proper QA session with Testtronic. They have done a solid job which lead to us having quite a lot of bugs to fix. There were more than we had hoped for but glad we found them now so they are fixed till you get to play with it.<br />
<span id="bc_0_7b+seedFzSDD" kind="d"> </span><br />
<span id="bc_0_7b+seedFzSDD" kind="d">The bugs we found are not only small mistakes
but a lot of stuff that keeps crashing the game or fucking with performance.
Stuff like that is never fun for a beta, I mean it should be as stable as possible.</span> <br />
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The testing will continue for two more weeks and we +Abstraction will keep fixing bugs and errors that are discovered.<br />
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Sadly this means you'll have to wait a bit longer... I know, I know. Making an editor was a bigger task than we could have ever imagined and it feels terrible that we have pushed the release date so many times now. We are sorry for that and we apologize that the time frame turned out to be unrealistic. But in the end and what is most important for us is that we make sure that the tool we release is something we can stand for and be proud of.<br />
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The editor is not canceled, it's not dead, it's not too big of a project to complete.. it's just not quite were it needs to be. But it will be!:) <br />
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I hope you can understand! I will have a new update for you in two weeks when the testing is over!<br />
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Thanks for sticking with us and for being exited about the editor! It helps when it's been straight uphill for a quite a while now!<br />
<br />
Peace // DennisDennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com106tag:blogger.com,1999:blog-7507926535095722992.post-89162913179483076752015-09-17T07:39:00.001-07:002015-09-17T19:45:33.794-07:00The Editor's final code submitted for port and testingHey everyone!<br />
<br />
Just some quick and exciting news! So we have now a final code for the editor with all content complete. In the coming weeks Abstraction will merge it with the main game and their engine, get it ready for Steamworks and of course fix as many bugs as possible before we hand it over to all of you!<br />
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And when do we hand it over? Weeeeell If all goes as plan we will be able to offer those who are interested access to a beta editor late next month! FUCK YEAH! Finally you say:)<br />
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<br />
More info as soon as we have anything to share!<br />
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Thanks for your patience and Have a great weekend!<br />
<br />
//D.W and Cactus<br />
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<b>Update</b><br />
<br />
There are a handful of features that won't be in the beta, but will be added in a future update. These include:<br />
<br />
- No rewind/fast forward screen<br />
- No off screen floor transitions (like in No Mercy or the soldier levels)<br />
- Creating <i>optional</i> cutscene content<br />
- Probably something more, hopefully nothing important<br />
<br />
PS. No need to post your Steam accounts in the commentsDennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com272tag:blogger.com,1999:blog-7507926535095722992.post-42299273001783481072015-08-18T06:14:00.000-07:002015-08-19T02:41:54.158-07:00Level Editor Update (Graphics)<div class="separator" style="clear: both; text-align: center;">
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Felt like i wanted to give you some quick information and a preview on what I've been doing on the graphic side for the level editor.<br />
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So as most of you know by now both Jacket and Biker will be available in the editor. As I felt that I've come a pretty long way as a pixel artist since 2011 (when I first started out) I wanted to give them an updated look . I redid the shades to look smoother, changed the skin tone to the one I used for the sequel, toned down the colors a bit to fit better with the rest of the graphics of HLM2 (which the editor is based on) and added some neat details, like the torn sleeves on Biker and the collar on Jacket's.. ehh.. jacket.<br />
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<img border="0" src="http://1.bp.blogspot.com/-Q2f2FU5NBzQ/VdMl8LaGm7I/AAAAAAAAAII/AISOtGUlHzs/s1600/biker.gif" /><img border="0" src="http://1.bp.blogspot.com/-l-Kc3RnfYg8/VdMljVofXXI/AAAAAAAAAH8/ZcXhK8e86B0/s1600/jacket.gif" /></center>
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I also remade all their deaths as I felt that the corpses/gore in HLM2 are a big improvement from the original's.<br />
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<a href="http://2.bp.blogspot.com/-hAfwrS4PjRo/VdMpQ5aPs8I/AAAAAAAAAIk/LYuqPGxnsUY/s1600/bikerdead.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-hAfwrS4PjRo/VdMpQ5aPs8I/AAAAAAAAAIk/LYuqPGxnsUY/s1600/bikerdead.bmp" /></a></div>
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<a href="http://1.bp.blogspot.com/-eU177dboURA/VdMqG8bd3TI/AAAAAAAAAIs/z_vtp-oM620/s1600/jacketdead.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-eU177dboURA/VdMqG8bd3TI/AAAAAAAAAIs/z_vtp-oM620/s1600/jacketdead.bmp" /></a></div>
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Bikers new face:</div>
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<a href="http://2.bp.blogspot.com/-Yr-PizcjpCQ/VdRPQTFi6JI/AAAAAAAAAJ0/mr8GAtpN0Mk/s1600/biker.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-Yr-PizcjpCQ/VdRPQTFi6JI/AAAAAAAAAJ0/mr8GAtpN0Mk/s320/biker.gif" width="248" /></a></div>
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I also added some new graphics, which are hard to show here. But for example Biker can now kill big guys with a special finish (the same way as Tony and Alex), something that he couldn't do in HLM1.<br />
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And yes, saying it once again, ALL the masks for Jacket will be in the editor, so I've touched up graphics for the drill and such! :)<br />
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And finally I want to show you the one thing that people have been asking for the most to be included in the editor. The Fans unmasked! So here you go:<br />
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<b>ALEX </b></div>
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<a href="http://2.bp.blogspot.com/-d_sJp4asyMU/VdMism-S0PI/AAAAAAAAAHY/lAdemvPDkss/s1600/alex.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-d_sJp4asyMU/VdMism-S0PI/AAAAAAAAAHY/lAdemvPDkss/s1600/alex.gif" /></a></div>
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<b> ASH</b></div>
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<a href="http://3.bp.blogspot.com/-xCLlpQDfmpI/VdMisS4_XwI/AAAAAAAAAHk/ma0TBu0FG9s/s1600/ash.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-xCLlpQDfmpI/VdMisS4_XwI/AAAAAAAAAHk/ma0TBu0FG9s/s1600/ash.gif" /></a></div>
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<b>COREY</b></div>
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<a href="http://4.bp.blogspot.com/-3XJ1UvRG1To/VdMissQ6nsI/AAAAAAAAAHw/d0belBnPi0E/s1600/corey.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-3XJ1UvRG1To/VdMissQ6nsI/AAAAAAAAAHw/d0belBnPi0E/s1600/corey.gif" /></a></div>
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<b>MARK</b></div>
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<a href="http://4.bp.blogspot.com/-klmANR8f6pQ/VdMitFZgyhI/AAAAAAAAAHg/4RhCW4is5vw/s1600/mark.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-klmANR8f6pQ/VdMitFZgyhI/AAAAAAAAAHg/4RhCW4is5vw/s1600/mark.gif" /></a></div>
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<b>TONY</b> </div>
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<a href="http://4.bp.blogspot.com/-BAOPGKr8gpk/VdMitaifJsI/AAAAAAAAAHs/9Xo7AdeQMNs/s1600/tony.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-BAOPGKr8gpk/VdMitaifJsI/AAAAAAAAAHs/9Xo7AdeQMNs/s1600/tony.gif" /></a></div>
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Enjoy! //Dennis</div>
<br />Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com186tag:blogger.com,1999:blog-7507926535095722992.post-20302874981818434352015-08-06T07:59:00.000-07:002015-08-06T07:59:42.670-07:00Level Editor UpdateSorry for the lack of updates. Things are trotting along at a decent pace, but maybe not as fast as I had hoped. Sorry for keeping everyone waiting, and thanks for being patient. Here's a couple of screenshots of some new stuff:
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<br />cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com85tag:blogger.com,1999:blog-7507926535095722992.post-7853281541449857782015-05-11T13:20:00.000-07:002015-05-13T12:37:04.323-07:00Hotline Miami 2 Level EditorJonatan here, I figured I should write a little post about the level editor we're working on for HLM2. It's pretty close to completion, so I wanted to show off some of the features it's got, and maybe get some feedback in case I have forgotten to add something crucial.<br />
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Upon starting the editor, the first thing you will see is the Level Options. Here you choose what character you want to design the level for, as well as specifying music and whether the level is a cutscene or not. Enabling cutscene editing means you won't be able to place any enemies. You also get a preview of what enemies are available for the player character you've chosen. Sadly most characters are only able to fight one or two different factions, enabling them to fight all enemies would mean a ton of work for Dennis and the editor would likely take at least another four to six months to finish. <br />
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<a href="http://4.bp.blogspot.com/-trJCqh3jODg/VVD2GXoTH5I/AAAAAAAAASY/-Lgf-4-GI6A/s1600/EditorSelectPlayer.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="http://4.bp.blogspot.com/-trJCqh3jODg/VVD2GXoTH5I/AAAAAAAAASY/-Lgf-4-GI6A/s640/EditorSelectPlayer.png" width="640" /></a> After setting up the basics of the level, you start building. You have bunch of different tilesets to choose from to create the levels flooring, and you can choose to encapsulate the patches of floor you place using the tools below the floor preview. You are also able to use flood fill and the sample tool to easily find what color and sprite sheet a specific tile have.</div>
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You also have the option of placing walls, doors and windows independently. </div>
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Once you're done with your basic layout, it's time to add furniture and other objects. Since there are tons of assets in the game, we decided to add a search function for this. Basically if you want to add a bed, you enter the search term "bed" and the list will be narrowed down to all the sprites that has the word "bed" in their name. A lot of the sprites have a subset of variations within the sprite, and you can easily browse and choose one with the buttons near the bottom of the screen.</div>
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After furnishing your level it's time to place enemies. This is very straight forward, simply select the enemy you want to place and click the spot you want to place it in. There are several different types of enemies, with slightly different behaviors and weapons to choose from. </div>
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When you're done furnishing your level and have added your enemies you need to place your player character and its escape vehicle in
order to be able to play the level. You do this under the Level tab. If
you're making a stand alone level that is not part of a campaign you can
also add a VHS cover for your level as well as enter the name of the
level designer. </div>
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This is also where you place floor transitions, which are objects that allows the player to move between floors of a level.</div>
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If your level is meant to be a part of a campaign, you can use the campaign editor to string together a bunch of levels with optional intros and outros, as well as add credits if you're a team of designers. Here you also have the option to add a VHS cover for a group of levels (intro, main level, and outro). The intros and outros are not required to be cutscenes, but are named after how the structure in the main campaign works.</div>
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<a href="http://3.bp.blogspot.com/-Cs-pDZAiKHE/VVD2DVIlAJI/AAAAAAAAASI/kfCJ7fbUwjU/s1600/CampaignEditor.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="http://3.bp.blogspot.com/-Cs-pDZAiKHE/VVD2DVIlAJI/AAAAAAAAASI/kfCJ7fbUwjU/s640/CampaignEditor.png" width="640" /></a></div>
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So if you want to add cutscenes to your levels, you first have to click the cutscene checkbox in the Level Options dialogue (see first image) in order to get access to the Cutscene Editor. The Cutscene Editor was a challenge to design, and the structure I came up with is slightly more complex than the regular editor.</div>
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The workflow consists of adding triggers, then adding frames to which you can attach actions.</div>
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<a href="http://1.bp.blogspot.com/-NTgw8GVraQk/VVD2CvivTgI/AAAAAAAAAR0/WQlKRCWaS3Y/s1600/CutsceneFrames.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="http://1.bp.blogspot.com/-NTgw8GVraQk/VVD2CvivTgI/AAAAAAAAAR0/WQlKRCWaS3Y/s640/CutsceneFrames.png" width="640" /></a> </div>
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The trigger
can be an area which triggers the cutscene if entered, there's also
character based triggers so that you can for instance create characters
which can be talked to if clicked or approached.</div>
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Once
a trigger is set you can start adding frames. A frame is basically a
container for different actions that you want to play simultaneously.
Let's say you for instance want a bunch of NPCs to approach the player
when the cutscene is triggered, and then start talking to him. To do
this you create a frame where the characters walk toward the player,
once all the characters have reached their end positions the cutscene
will move onto the next frame where you add the dialogue action. After
this you can add a stop sequence action which will allow the player to
start moving again once the dialogue is done.</div>
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<a href="http://2.bp.blogspot.com/-f-0B5QUx7d4/VVD2CgD3WgI/AAAAAAAAARw/98DGd4Q8aiQ/s1600/CutsceneNPCs.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="360" src="http://2.bp.blogspot.com/-f-0B5QUx7d4/VVD2CgD3WgI/AAAAAAAAARw/98DGd4Q8aiQ/s640/CutsceneNPCs.png" width="640" /></a></div>
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You
can add multi-step cutscenes by specifying a new trigger after the
first sequence has been executed, followed by more frames and actions.<br />
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<b>Now, I'd like to make sure people know what they're getting before we release the editor, so that people won't be too disappointed by some of the restrictions we've had to make. So here's a list of things I know people won't be too happy about.</b><br />
<br />
<i>-Not all enemies will be available for all characters, in fact most characters are only able to fight one or two different factions.</i><br />
<br />
<i>-The cutscene editor is not super flexible, you won't be able to freely move or remove actions and frames. Basically you have to create each frame and action in an absolute order. Clicking any of the remove buttons will remove the latest action/frame/trigger. So let's say that you have created ten frames with three actions each, and you find an error in the first frame, then you are basically screwed and have to delete all frames and actions up to that point. </i><br />
<br />
<i>Triggers are semi-independent of the frames, so you will be able to change the last placed trigger at any time until you add a stop sequence action. If you have several triggers you will not be able to go back and change the first one without deleting all the frames up until that point.</i><br />
<i><br /></i>
<i>-Adding custom graphics for player/enemy sprites is something we're looking into, but if at all possible it will not be available upon launch.</i><br />
<br />
<i>-You will not be able to use your own music for the levels, this would be too problematic due to the likeliness of copyright infringements, sorry. The music from the first game will likely not be available either due to the fact that we only licensed the songs for one game.</i><br />
<i><br /></i>
<i>-<strike>You will not be able to create levels that has both cutscene content and enemies, due to endless possibilities of game breaking bugs.</strike></i><br />
<br />
<i>-Currently you need to save your level before testing it, or any changes since you last saved it will be lost. I'm definitely gonna try my hardest to see if I can fix this before release, as it is a major inconvenience.</i><br />
<br />
<i>-There will likely be no online highscore boards for user created levels.</i><br />
<br />
<i><u>Note: We will talk to Abstraction Games when they begin porting the editor to see if they can do anything about these issues.</u> </i><br />
<br />
<b>And finally, here's a preliminary index of all functions/menu options. If you see a crucial feature missing that I haven't already addressed in the text above, please let me know in the comment feel so I have a chance of adding it before release (if possible).</b><br />
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Top menu:<br />
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<b><span style="font-size: xx-small;">File</span></b><br />
<span style="font-size: xx-small;"> -New Level</span><br />
<span style="font-size: xx-small;"> -Save Level</span><br />
<span style="font-size: xx-small;"> -Load Level</span><br />
<span style="font-size: xx-small;"> -Play Level</span><br />
<span style="font-size: xx-small;"> -Create Campaign</span><br />
<span style="font-size: xx-small;"> -Quit</span><br />
<b><span style="font-size: xx-small;">Edit </span></b><br />
<span style="font-size: xx-small;"> -Clear Walls</span><br />
<span style="font-size: xx-small;"> -Clear Tiles</span><br />
<span style="font-size: xx-small;"> -Clear Objects</span><br />
<span style="font-size: xx-small;"> -Clear Characters</span><br />
<span style="font-size: xx-small;"> -Delete Floor</span><br />
<b><span style="font-size: xx-small;">Level</span></b><br />
<span style="font-size: xx-small;"> -New Floor</span><br />
<span style="font-size: xx-small;"> -Next Floor</span><br />
<span style="font-size: xx-small;"> -Previous Floor</span><br />
<span style="font-size: xx-small;"> -Create Cutscene</span><br />
<b><span style="font-size: xx-small;">Options</span></b><br />
<span style="font-size: xx-small;"> -Level Settings</span><br />
<span style="font-size: xx-small;"> -Editor Settings (*)</span><br />
<span style="font-size: xx-small;"> -Show Grid</span><br />
<b><span style="font-size: xx-small;">Help</span></b><br />
<span style="font-size: xx-small;"> -About</span><br />
<span style="font-size: xx-small;"> -Manual</span><br />
<span style="font-size: xx-small;"> -Check Content (check if the level is playable)</span><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Level Tab</span></b><br />
<span style="font-size: xx-small;"> -Place player</span><br />
<span style="font-size: xx-small;"> -Place vehicle</span><br />
<span style="font-size: xx-small;"> -Place floor transition</span><br />
<span style="font-size: xx-small;"> -Add VHS cover</span><br />
<span style="font-size: xx-small;"> -Add author info</span><br />
<span style="font-size: xx-small;"> -Various mouse and keyboard commands (see image #1) </span><br />
<span style="font-size: xx-small;"><br /></span>
<span style="font-size: xx-small;"><b>Enemy Tab</b></span><br />
<span style="font-size: xx-small;"> -Place enemies</span><br />
<span style="font-size: xx-small;"> -Select between enemies/factions</span><br />
<span style="font-size: xx-small;"> -Choose what weapon enemy has</span><br />
<span style="font-size: xx-small;"> -Various mouse and keyboard commands (see image #4)</span><br />
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<span style="font-size: xx-small;"><b>Items Tab</b></span><br />
<span style="font-size: xx-small;"> -Search field for finding an object to place</span><br />
<span style="font-size: xx-small;"> -A list of available objects to place based on keyword entered</span><br />
<span style="font-size: xx-small;"> -Preview window</span><br />
<span style="font-size: xx-small;"> -Buttons for browsing/choosing a variation of the object's sprite</span><br />
<span style="font-size: xx-small;"> -Various mouse and keyboard commands (see image #3) </span><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Build Tab</span></b><br />
<span style="font-size: xx-small;"> -Preview window for the currently selected tile</span><br />
<span style="font-size: xx-small;"> -Checkboxes for selecting between tilesets</span><br />
<span style="font-size: xx-small;"> -Tile selector for selecting a specific tile within a tileset</span><br />
<span style="font-size: xx-small;"> -Capsule button for capsuling a set of tiles with the currently selected wall type</span><br />
<span style="font-size: xx-small;"> -Sample button for sampling an already placed tile in the level</span><br />
<span style="font-size: xx-small;"> -Flood fill button for replacing a set of tiles with the currently selected tile</span><br />
<span style="font-size: xx-small;"> -Wall selector</span><br />
<span style="font-size: xx-small;"> -Capsule wall button for drawing a rectangle of walls (a room for instance)</span><br />
<span style="font-size: xx-small;"> -Various mouse and keyboard commands (see image #2)</span><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Cutscene Editor Actions</span></b><br />
<span style="font-size: xx-small;"> -Add dialogue</span><br />
<i><span style="font-size: xx-small;"> -Choose what character should be in focus for each line</span></i><br />
<span style="font-size: xx-small;"><i> -Select what face should be displayed during each line</i> </span><br />
<span style="font-size: xx-small;"> -Play sound</span><br />
<span style="font-size: xx-small;"> -Play music</span><br />
<span style="font-size: xx-small;"> -Stop music</span><br />
<span style="font-size: xx-small;"><i> -Select whether to fade out or stop immediately</i> </span><br />
<span style="font-size: xx-small;"> -Stop sequence</span><br />
<span style="font-size: xx-small;"> <i> -Select whether this is the end of the cutscene or not</i></span><br />
<span style="font-size: xx-small;"> -Next level</span><br />
<span style="font-size: xx-small;"> <i> -Option to choose how fast the level will fade out </i></span><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Cutscene Character Actions</span></b><br />
<span style="font-size: xx-small;"> -Walk to</span><br />
<span style="font-size: xx-small;"> <i> -Here you can create a path with up to six waypoints the selected character will follow</i></span><br />
<i><span style="font-size: xx-small;"> -Select walking speed (normal/fast/slow)</span></i><br />
<span style="font-size: xx-small;"><i> -Option to redraw the path</i></span><br />
<span style="font-size: xx-small;"> -Change sprite</span><br />
<span style="font-size: xx-small;"> <i> -Select from a list of different sprites </i></span><br />
<span style="font-size: xx-small;"> -Animate sprite</span><br />
<i><span style="font-size: xx-small;"> -Choose if the animation should loop</span></i><br />
<i><span style="font-size: xx-small;"> -Choose if the animation should pause for a specified amount of time between loops</span></i><br />
<span style="font-size: xx-small;"> -Attack</span><br />
<span style="font-size: xx-small;"> <i> -Make the character attack using the currently held weapon (only works for specific sprites)</i></span><br />
<span style="font-size: xx-small;"> -Die</span><br />
<i><span style="font-size: xx-small;"> -The NPCs will automatically die if hit by a bullet or an attack, but you can also manually make </span></i><br />
<i><span style="font-size: xx-small;"> them die if you should so wish (only works for specific sprites)</span></i><br />
<span style="font-size: xx-small;"> -Trigger</span><br />
<i><span style="font-size: xx-small;"> -You can make a character trigger the cutscene using this, either by proximity to the player or if</span></i><br />
<i><span style="font-size: xx-small;"> the player clicks while close. You can also choose the required distance for the cutscene to be </span></i><br />
<i><span style="font-size: xx-small;"> triggered.</span></i><br />
<span style="font-size: xx-small;"> -Delete</span><br />
<i><span style="font-size: xx-small;"> -A character that is referenced to in any added action will not be deletable until the action is </span></i><br />
<i><span style="font-size: xx-small;"> removed.</span></i><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Cutscene Frame Tab</span></b><br />
<span style="font-size: xx-small;"> -Add trigger</span><br />
<i><span style="font-size: xx-small;"> -Draw an area which if entered will trigger the current sequence of the cutscene</span></i><br />
<span style="font-size: xx-small;"> -Add frame</span><br />
<i><span style="font-size: xx-small;"> -Adds a new frame to the cutscene</span></i><br />
<span style="font-size: xx-small;"> -Add Action</span><br />
<i><span style="font-size: xx-small;"> -Brings up a menu where you can choose from the different cutscene actions</span></i><br />
<span style="font-size: xx-small;"> -Frame focus</span><br />
<i><span style="font-size: xx-small;"> -Select what character should have camera focus for the current frame</span></i><br />
<span style="font-size: xx-small;"> -Cutscene preview list</span><br />
<i><span style="font-size: xx-small;"> -Displays all the frames and actions you've added</span></i><br />
<span style="font-size: xx-small;"> -Delete Trigger</span><br />
<i><span style="font-size: xx-small;"> -Deletes the trigger set for the current sequence</span></i><br />
<span style="font-size: xx-small;"> -Delete Frame</span><br />
<i><span style="font-size: xx-small;"> -Deletes the current frame and all of its actions</span></i><br />
<span style="font-size: xx-small;"> -Delete Action</span><br />
<i><span style="font-size: xx-small;"> -Deletes the last action added</span></i><br />
<span style="font-size: xx-small;"><br /></span>
<b><span style="font-size: xx-small;">Cutscene NPC Tab</span></b><br />
<br />
<span style="font-size: xx-small;"><u>NPCs </u></span><br />
<span style="font-size: xx-small;"> -Name</span><br />
<i><span style="font-size: xx-small;"> -Enter a name for your NPC that will be used to reference it</span></i><br />
<span style="font-size: xx-small;"> -Sprite</span><br />
<i><span style="font-size: xx-small;"> -Choose a sprite for your NPC</span></i><br />
<span style="font-size: xx-small;"> -All Sprites checkbox</span><br />
<i><span style="font-size: xx-small;"> -If you want to add a non-human interactable</span></i><br />
<span style="font-size: xx-small;"> -Solid</span><br />
<i><span style="font-size: xx-small;"> -If checked the player will not be able to move through the NPC</span></i><br />
<span style="font-size: xx-small;"> -Killable</span><br />
<i><span style="font-size: xx-small;"> -Select whether the NPC should die from player attacks or not (only applies to certain sprites)</span></i><br />
<span style="font-size: xx-small;"><br /></span>
<span style="font-size: xx-small;"><u>Items</u> to pick up (not fully implemented)</span><br />
<span style="font-size: xx-small;"> -Name (?)</span><br />
<i><span style="font-size: xx-small;"> -Enter a name for your item that will be used to reference it</span></i><br />
<span style="font-size: xx-small;"> -Visible checkbox</span><br />
<i><span style="font-size: xx-small;"> -In case you want an item to appear at a certain point</span></i><br />
<span style="font-size: xx-small;"> -Active</span><br />
<i><span style="font-size: xx-small;"> -If the player should be able to pick it up right away or later</span></i><br />
<span style="font-size: xx-small;"> -Finish</span><br />
<i><span style="font-size: xx-small;"> -If you want the player to have to pick up the item in order to clear the cutscene</span></i><br />
<br />
<i><span style="font-size: xx-small;"><b>UPDATE1: The Gun Tab in the Level Editor wasn't omitted here because there is some secret to it (we haven't added ALL the weapons from the first game, just a select few),but rather it seems a bit useless as it should be able to fit under the Enemy or Level tab and will likely be removed before release. Also, while you will be able to use the dodging enemies, we will probably skip the prisoners for now as the only character that can fight them is the prisoner/guard version of The Rat.</b></span></i><br />
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<i><span style="font-size: xx-small;"><b>UPDATE2: Thanks for all the feedback! I've added a couple of features on my to do list. You will now be able to add some environmental effects, like rain, darkness or sunshine to your levels, and I almost forgot the elevators. The limitation for no cutscenes in a level with enemies has been removed, as I figured out a couple of ways to go around it. I'm also going to look at the possibility for creating levels for specific masks/fans as that would indeed be cool to see. </b></span></i>cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com353tag:blogger.com,1999:blog-7507926535095722992.post-92206057191163375272014-11-03T10:13:00.003-08:002014-11-03T10:33:41.939-08:00HOTLINE MIAMI CAMEO CARDSSo this blog has been dead for a while, which is sad cause we really liked to share our thoughts and behind the scene discussions about our games. The reason that we haven't used this forum as much as we would have liked is simply that HLM2 has taken up pretty much all our time so we had to compromise. Still we would like to be more active here so I am gonna do a first try to jump start this blog again with some old stuff I forgot to publish waaaaay back in 2013 (felt simple enough for a first post:)<br />
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The growing interest for the cameos in <b>HOTLINE MIAMI</b> inspired me to create these <b>CAMEO CARDS</b>. Instead of just namedropping all the people appearing in the game I thought this was a much more fun way to do it and being a hockey card horder when I was a kid I can't but love <span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]">collectible cards! Included is <b><i>all the musicians contributing with their awesome music, all the mask cameos and the arcade machines</i></b>. </span></span></span><br />
<br /><span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]"><b>CLICK TO SEE BIGGER VERSION</b></span></span></span><br />
<span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]"> </span></span></span><span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]"> </span></span></span><br />
<span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]">These might be printed in the future and I might also do the cards for HLM2..but no promises!</span></span></span><br />
<span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]"><br /></span></span></span>
<span data-ft="{"tn":"K"}" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]"><span class="UFICommentBody" id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]."><span id=".reactRoot[42].[1][2][1]{comment117782035049252_101439}..[1]..[1]..[0].[0][2]..[0]">peace // D</span></span></span><br />
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<br />Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com12tag:blogger.com,1999:blog-7507926535095722992.post-28967035472969364692012-11-22T07:55:00.000-08:002012-11-22T08:43:59.204-08:00CAMEO CARDS TEASERI've noticed that some people want to know more about the cameos in <b>HOTLINE MIAMI</b> and instead of just putting down a list I made a card series! Once we re-design our site, I'll put these up and add links to everyone if you want to learn more about them. Might be printable in the future so I won't reveal them all just yet. But here are a few (click to see bigger versions)!<br />
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<b>COMPLETE SERIES INCLUDE:</b><br />
<b><i>Sun Araw, Coconuts, M.O.O.N, Scattle, Jasper Byrne, Perturbator, El Huervo, Elliott Berlin, Eirik Suhrke, Jonatan "cactus" Söderström, Dennis "DpunktW" Wedin, Nigel Lowrie, Mats Ek, Oscar Dragen, Rasmus Wedin, Benjamin Söderström, Brandon Boyer, Wiley Wiggins, You (Lone Survivor), Peter Rasmusson, JW, Rami Ismail, Brandon McCartin, John Graham, Aubrey Serr, Phil Fish </i></b>and <i><b>the Arcades</b>.</i><br />
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Stay Tuned ;)<br />
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Peace // DennisDennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com20tag:blogger.com,1999:blog-7507926535095722992.post-88873092599554437602012-11-12T12:23:00.000-08:002012-11-12T12:23:32.446-08:00Hotline Miami AII feel like writing a little bit about the AI in Hotline Miami as I've noticed from reviews and comments that it's not entirely <i>clear</i> how it is supposed to work.<br />
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There is basically one enemy behavior in the game, but there are several different variations. It's easy to confuse these as most enemies have the same look. The main enemy (white suit, blue shirt) is actually used as essentially five different enemies, and given certain conditions he can <i>switch</i> between different AI behavior.<br />
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<b>Behavior no 1 / Random</b><br />
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This AI makes the enemy walk around totally at random, these enemies are always armed with guns and are hard to predict as they may end up moving between rooms. Any enemy you knock over will switch to this AI when he gets up unless he finds a melee weapon.<br />
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<b>Behavior no 2 & 3 / Patroling</b><br />
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This behavior is used in both a melee and a gun wielding enemy, they will turn left when a wall or some other solid object blocks their path. The only difference between the one using guns and the one that has a melee weapon is the way they attack you given the range of their weapons. Knocking out an enemy will give him this behavior if he finds a melee weapon to pick up.<br />
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<b>Behavior no 4 & 5 / Stationary</b><br />
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This AI is in guard mode, and will not respond to gunfire, it only reacts to visual contact with the player. If enemy with this AI is equipped with a gun he will try to shoot you on sight, if you retreat he will chase you and then return to his post if he can't find you. The melee version will chase the player instead of shooting him.<br />
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Another issue that might be confusing with the AI is how the gun toting enemies will <i>react to seeing you</i>. At some times it might seem they immediately turn around and shoot at you, and in other instances they will need to turn around slowly before they start to shoot. This is intentional and depends on how far away from the enemies you are when you approach them. If the enemy is at a fair distance from the player he will immediately jump around and kill you, this is meant to communicate that it's more risky to approach an enemy this way and should be avoided. The results would essentially have been the same if he had turned around more slowly, but would make it seem like a more plausible way to tackle the situation. Enemies will take about a second to get their guns pointed in your direction if you are closer to them when they first see you, which gives you a better opportunity to kill them regardless of your weapon of choice.<br />
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All of this could have been made more clear by giving different AIs different graphical appearances, but that would complicate the way we let enemies be able to pick up weapons on the fly and handle situations in a more interesting and complex way.<br />
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One of the things that makes the game fun to play is that we put so much effort into making essentially one basic enemy that is fun to engage for the duration of the whole game without making it feel way too repetitive. And I think this is largely to be attributed to the design decisions we made when designing the AI.<br />
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Another issue that has been brought up and criticized by many are the boss fights. The general consensus seem to be that they break the flow of the game and feel out of place. This is also intentional. While we didn't necessarily want people to hate these parts of the game, they are meant as a break from the regular enemies that make up the majority of the gameplay challenge. If the game kept doing the same thing over and over without any dips in fun and flow, then the peaks where you get to the meat of the game would be reduced and start feeling repetitive instead. It's a bit of a trade off but they serve a purpose to the story and makes it fun to get back to the regular gameplay afterwards.<br />
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If we make a sequel we will definitely try to experiment with potential boss fights and make them more polished and fun, but it's a hard thing to accomplish in a game like this where you can't simply let your imagination run wild to create engaging scenarios as it is equally (or more) important not to have them clash with the style and tone of the game. I would be very interested in hearing suggestions for different approaches we could have used to tackle this problem, as there are very few good examples out there that we can look at for inspiration (toned down boss fights in top down shooters is something I'm very unfamiliar with). <br />
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And I think most people will be glad to hear that we have no plans of ever adding a pure stealth level to any of our games in the future.cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com27tag:blogger.com,1999:blog-7507926535095722992.post-54512597679235659172012-08-21T01:41:00.005-07:002012-08-21T01:46:13.018-07:00<div class="separator" style="clear: both; text-align: center;">
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HOTLIME MIAMI</div>
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someone dressed up as an animal runs into a room filled with people, without having a plan on what to do and dies!.... HOTLINE MIAMI</div>
Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com13tag:blogger.com,1999:blog-7507926535095722992.post-91049951545848948052012-08-13T17:29:00.001-07:002012-08-13T17:29:36.765-07:00Adorable Fanart<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-JPrqWLfkYgM/UCmaVGazExI/AAAAAAAAALs/N5tTekFL6wk/s1600/kusin.png" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="305" width="400" src="http://3.bp.blogspot.com/-JPrqWLfkYgM/UCmaVGazExI/AAAAAAAAALs/N5tTekFL6wk/s400/kusin.png" /></a></div>
Adorable fanart from my 10 year old cousin. He really likes the game and told me that he plays it every day, but he hasn't managed to get past the first boss level yet.cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com3tag:blogger.com,1999:blog-7507926535095722992.post-81497074232488469162012-07-10T15:12:00.002-07:002012-07-10T15:38:19.109-07:00HOTLINE GBG"Hi! It's Dennis. I can't answer right now, so either try again later or leave a messege and i'll get back to you" *BEEP*<br />
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"Hey Guys, it's *CENSOR BEEP*. I need you two to stop working on that game of yours and come to this party at Väderkvarnsgatan 13A right away! It's sooo damn boring <i>people here might aswell be dead</i>. You have to come and show these losers how to drink cause i'm pretty sure they are all just <i>shooting blanks</i>. So see you in a while and don't forget to bring <i>the real stuff</i>. *BEEP*<br />
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<br />Dennis (D.W) Wedinhttp://www.blogger.com/profile/03882566050190633770noreply@blogger.com5tag:blogger.com,1999:blog-7507926535095722992.post-20960485380475747252012-07-06T13:03:00.000-07:002012-07-06T13:03:35.549-07:00What is HOTLINE MIAMI?<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/_JlmAUuKuiSU/SJRIIB-drbI/AAAAAAAAAJw/ioWunlWJfDQ/s320/hotline.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/_JlmAUuKuiSU/SJRIIB-drbI/AAAAAAAAAJw/ioWunlWJfDQ/s320/hotline.gif" /></a></div>
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<b>Hotline</b> (<i>/hɑːtlahyn/</i>) is a point-to-point communications link in which a call is automatically directed to the preselected destination without any additional action by the user when the end instrument goes off-hook.</div>
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<a href="http://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Escudo_de_Miami.svg/100px-Escudo_de_Miami.svg.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://upload.wikimedia.org/wikipedia/commons/thumb/9/9b/Escudo_de_Miami.svg/100px-Escudo_de_Miami.svg.png" /></a></div>
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<b>Miami</b> (<i>/maɪˈæmi/ or /maɪˈæmə/</i>) is a city located on the Atlantic coast in southeastern Florida.</div>
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See the instructional video below for more information:</div>
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<center><iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/Nv-XCM8sies?rel=0" width="560"></iframe></center>cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com9tag:blogger.com,1999:blog-7507926535095722992.post-56168975736655634132012-06-24T16:14:00.000-07:002012-06-24T16:14:59.938-07:00Burning Desire For The Future Of Entertainment<center><a href="http://en.wikipedia.org/wiki/Fire"><img src="http://images2.wikia.nocookie.net/__cb20111006051153/bakugan/images/a/a5/Fire.gif"></a></center>cactushttp://www.blogger.com/profile/17493091184538774704noreply@blogger.com4