Shadwen Editor Tutorial

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Welcome to the Frozenbyte Editor Tutorial!

These tutorials are mainly written for the Shadwen Editor, but they can also be used with the previous versions of the Frozenbyte Editor. However, please note that the older versions (Trine 3: The Artifacts of Power, Trine Enchanted Edition and Trine 2 Editors) may have some differences compared to the Shadwen Editor, for example some features may be missing, etc.

Shadwen also comes with playable tutorial levels covering the basics of using the Editor. This wiki works best when combined with the playable tutorial levels, but both can also be used independently. If it's a possibility to you, it's highly recommended that you play the tutorial levels, as that way you actually get to try the Editor out in practice, instead of just learning about it in theory. The playable tutorial levels also include assignments that test how well you've learned.

The tutorial levels can be played inside the Shadwen Editor. They can be found from data\mission\editor_tutorial\

About the Frozenbyte Editor

Getting Started

This tutorial covers the very basics of using the Editor, by teaching the Editor's basic controls, features and keyboard shortcuts.

  • Level path: data\mission\editor_tutorial\01_getting_started

Subjects covered:


Static Objects

This tutorial covers Static Objects, Collision Helpers and how to place, move and adjust them in a level. The tutorial also teaches how to copy and clone objects and offers some level design tips.

This tutorial assumes the player already has basic knowledge of the subjects taught in Getting Started.

  • Level path: data\mission\editor_tutorial\02_static_objects

Subjects covered:

Dynamic Objects

This tutorial covers Dynamic Objects and how to place, move and adjust them in a level. The tutorial also goes more in-depth with object components: how to add new components, which components are the most common to edit, and so forth. It also offers some examples that you can do with dynamic objects and game physics.

This tutorial assumes the player already has basic knowledge of the subjects taught in previous tutorials: Getting Started and Static Objects.

  • Level path: data\mission\editor_tutorial\03_dynamic_objects

Subjects covered:


Rope Targets

This tutorial explains how to make and use rope targets for Shadwen and offers some level design tips.

This tutorial assumes you have checked and understood these tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\04_rope_targets

Subjects covered:


AI

This tutorial explains how the game AI works, how to place different enemies to levels and modify their properties and paths.

This tutorial assumes you have a good knowledge about Getting Started, Static Objects and Dynamic Objects.

This tutorial also uses some basic prefabs, so if the tutorial feels too advanced all of the sudden, it's recommended to skip it and come back later.

  • Level path: data\mission\editor_tutorial\05_ai

Subjects covered:

Items

This tutorial will walk you through how to implement items into your levels. How to make objects lootable in game, how to create items and how to use these in typical situations.

You are expected to have a good grasp on Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\06_items

Subjects covered:

Prefabs

This tutorial covers the basics of Prefabs: what they are, how to place and adjust them in a level, how to create new ones and how to edit existing ones. Prefabs are units that consist of several entities, usually at least collision and art, and so they can be used to make levels more quickly. Prefabs come in different sizes from small, like single walls, or large like entire town squares. Prefabs also make editing levels faster: a change in prefab will affect all the levels that use that prefab.

  • Level path: data\mission\editor_tutorial\07_prefabs

Subjects covered:


Level Art Basics

This tutorial covers the basics of using actual art in your levels, bringing the level itself alive. The tutorial also covers the basics of using lights and shadows.

  • Level path: data\mission\editor_tutorial\08_level_art_basics

Subjects covered:


HingeJoints

This tutorial covers the basics of HingeJoints: what they are, how to place and adjust them in a level and how to attach them to one or more objects. The tutorial also offers some examples of what can be done with HingeJoints.

This tutorial assumes the player already has a firm grasp of the subjects taught in previous tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\09_hingejoints

Subjects covered:


Triggers and Property Connections

This tutorial covers slightly more advanced features, such as triggers and property connections: what they are and what can be done with them.

This tutorial assumes that the player already has basic knowledge of the subjects taught in previous tutorials: Getting Started, Static Objects and Dynamic Objects.

  • Level path: data\mission\editor_tutorial\09_hingejoints

Subjects covered:


Other Tutorials & Tips

Helpful tutorials and tips that aren't covered in the existing Editor Tutorial Levels.


Legacy Articles

Not all of these articles match the current version of the editor but some will be eventually updated to match it and take Shadwen into account. They're still probably useful as they are so don't be afraid to give them a look.

Getting started

Advanced

Components and entities

Scripting

Visualization

Languages

User testing

FAQ