The latest version of No Time To Explain (v 1.3) now has a level editor. Check out the Workshop!
Here is a quick tutorial:
1. Access the Golden Orb (from main menu or World 1)
2. Click on Create Your Own Level. You can also access other people's levels from here.
3. It has all the tools used to made original No Time To Explain levels
4. You need to have both the character and the portal in the level. Doesn't matter which character, as long as you can "beat" a level by jumping into a portal.
Uploading the level is a matter of first saving, then testing and beating it. You can upload only levels you've beaten. So if you're playing someone's level, you know the creator had to have beaten it before sharing.
Good luck!
PS we also recently released an editor for SpeedRunners - you might want to check that out, too.
Welcome to the SpeedRunners Level Editor in r22! After a closed beta test, we are open for business with creating levels in the Workshop :)
Even more good news -- everyone who participated in the closed beta will be able to upload their locally stored levels to the Workshop! This post describes in-depth how to use the editor, both in video and text. Making SpeedRunners levels means a lot of work with lead detection, so please pay special attention to how to use that.
How to use the editor. Please read this carefully.
General controls:
Controls depend on which tool you have selected. For example, if you're in the tile tool, these controls will apply only to tiles, to objects, etc.
CTRL+Left Click = area select
Left Click & drag on corner of selected area = resize (applies to Volumes)
DELETE when area is selected = delete selected area
Hold CTRL while area selected = drag-copy the area
Right Click = bring up options
E and Q = switch between objects in a tool
"[" and "]" = switch layers
1-2-3-4-5-6-7-8-9 = change brush size
ALT+left-click is delete, useful in the Tile tool to make tunnels
Specific tools:
[T] Tile Tool
This is used to create actual tiles. These are the things you run on. Most collidable objects are made with this tool. Useful to know is how to make slopes. Use E to get to a slope tile, and then press 1-9 (depending on the size you like) to scale it. Here using CTRL+Left Click is very useful to copy parts of slopes around. Remember that only white ceilings enable swinging, and they're part of the Tile Tool.
You can also use the Tile tool in background layers.
[O] Objects Tool
These are in-game objects. Let's run through them.
Item Pick-Up gives you a random pick-up, respawns on a timer
Falltile disappears on impact and doesn't respawn
Boostpad gives you boost, can be flipped
Box is a box. You stumble over it. It respawns.
- has skin variations in Right-Click menu
Spike kills you on impact.
- has orientation options in Right-Click menu
Rocket Launcher shoots rockets that kill on impact
Lasers spin around, make a great light show. Also kill.
- has rotation options in Right-Click menu
Gate is a gate that you can configure to do things with Triggers
- you can configure it's starting and end-angle in the Right-Click menu
The Trigger is the area which triggers your gate to rotate. Triggers are volumes you can resize.
- the TriggerID must match the gate you're trying to control
[G] Graphics
Each world has it's own set of visuals, and you have full access to them. Seriously. Here is where you want to learn to use Layers (shortcuts "[" and "]").
You can replicate the visuals of any level in SpeedRunners with this tool. Drag around, scale, place objects on different layers.
[C] Checkpoints
Controls: place around with the mouse, and use ALT to connect them together.
These are super important! Your levels won't run properly without Checkpoints!
Checkpoints are used to determine who is in the lead in your level. Think of them as laser-distance detectors (that go through walls). You need to know who is in front, and sometimes it's not clear with complicated level geometry.
In open areas, you should draw just one line that ends at a turn section, a junction, whatever. However in tight corridors you should always draw several lines that measure all possible angles of people coming into the corner.
Meanwhile in open areas, it's just a straight line.
First, draw a line that connect your start and finish. This can be a simple collection of straight joined lines that go through the level. Then you can add-on more lines in different corners to measure all possible angles.
We have a little preview generator if you press C. It will use gradients (from dark to light) to fill out the path. Lighter gradient means you're closer to the finish.
Let's take an example sequence.
1. Basic implementation. You just make a straight line down. Whoever is furthest DOWN wins. It will work, until you get situations where someone is slightly on the left or right wins, while logically it should be the other person.
2. Less basic implementation. Make it connect via diagonal lines that touch edges of platforms. The grey stuff you see in the screenshot is the C-button enabled gradient, showing you dead spots.
3. Advanced implementation. This is how you should really do it. Multiple lines track position. If this area is played in Sudden Death, its clear who wins no matter from which side the player drops out of screen.
This takes some patience and is probably the most important aspect of making a map. We spent a lot of time on this system and would love to hear your feedback on improving it!
[V] Volumes
Volumes are what we use to control bots. These are areas that you use in specific places to tell bots what to do. You can set an area for a bot to go right, left, jump, use boost, swing, etc. Bots by default just run forward like it's nothing, and we give them hints what to do in specific areas.
This design is very simple but as you noticed pretty flexible. You can tell bots when it's a good idea to use items for example.
Notes:
Play saved levels in Custom Games -- there's a new icon that shows yours and the levels you subscribed to.
There are no saws yet.
We're actively looking for feedback on the editor, so please don't be shy!
[edit]
We've added more features to the editor, checkout the video!
Welcome to the SpeedRunners Level Editor in r22! After a closed beta test, we are open for business with creating levels in the Workshop :)
Even more good news -- everyone who participated in the closed beta will be able to upload their locally stored levels to the Workshop! This post describes in-depth how to use the editor, both in video and text. Making SpeedRunners levels means a lot of work with lead detection, so please pay special attention to how to use that.
How to use the editor. Please read this carefully.
General controls:
Controls depend on which tool you have selected. For example, if you're in the tile tool, these controls will apply only to tiles, to objects, etc.
CTRL+Left Click = area select
Left Click & drag on corner of selected area = resize (applies to Volumes)
DELETE when area is selected = delete selected area
Hold CTRL while area selected = drag-copy the area
Right Click = bring up options
E and Q = switch between objects in a tool
"[" and "]" = switch layers
1-2-3-4-5-6-7-8-9 = change brush size
ALT+left-click is delete, useful in the Tile tool to make tunnels
Specific tools:
[T] Tile Tool
This is used to create actual tiles. These are the things you run on. Most collidable objects are made with this tool. Useful to know is how to make slopes. Use E to get to a slope tile, and then press 1-9 (depending on the size you like) to scale it. Here using CTRL+Left Click is very useful to copy parts of slopes around. Remember that only white ceilings enable swinging, and they're part of the Tile Tool.
You can also use the Tile tool in background layers.
[O] Objects Tool
These are in-game objects. Let's run through them.
Item Pick-Up gives you a random pick-up, respawns on a timer
Falltile disappears on impact and doesn't respawn
Boostpad gives you boost, can be flipped
Box is a box. You stumble over it. It respawns.
- has skin variations in Right-Click menu
Spike kills you on impact.
- has orientation options in Right-Click menu
Rocket Launcher shoots rockets that kill on impact
Lasers spin around, make a great light show. Also kill.
- has rotation options in Right-Click menu
Gate is a gate that you can configure to do things with Triggers
- you can configure it's starting and end-angle in the Right-Click menu
The Trigger is the area which triggers your gate to rotate. Triggers are volumes you can resize.
- the TriggerID must match the gate you're trying to control
[G] Graphics
Each world has it's own set of visuals, and you have full access to them. Seriously. Here is where you want to learn to use Layers (shortcuts "[" and "]").
You can replicate the visuals of any level in SpeedRunners with this tool. Drag around, scale, place objects on different layers.
[C] Checkpoints
Controls: place around with the mouse, and use ALT to connect them together.
These are super important! Your levels won't run properly without Checkpoints!
Checkpoints are used to determine who is in the lead in your level. Think of them as laser-distance detectors (that go through walls). You need to know who is in front, and sometimes it's not clear with complicated level geometry.
In open areas, you should draw just one line that ends at a turn section, a junction, whatever. However in tight corridors you should always draw several lines that measure all possible angles of people coming into the corner.
Meanwhile in open areas, it's just a straight line.
First, draw a line that connect your start and finish. This can be a simple collection of straight joined lines that go through the level. Then you can add-on more lines in different corners to measure all possible angles.
We have a little preview generator if you press C. It will use gradients (from dark to light) to fill out the path. Lighter gradient means you're closer to the finish.
Let's take an example sequence.
1. Basic implementation. You just make a straight line down. Whoever is furthest DOWN wins. It will work, until you get situations where someone is slightly on the left or right wins, while logically it should be the other person.
2. Less basic implementation. Make it connect via diagonal lines that touch edges of platforms. The grey stuff you see in the screenshot is the C-button enabled gradient, showing you dead spots.
3. Advanced implementation. This is how you should really do it. Multiple lines track position. If this area is played in Sudden Death, its clear who wins no matter from which side the player drops out of screen.
This takes some patience and is probably the most important aspect of making a map. We spent a lot of time on this system and would love to hear your feedback on improving it!
[V] Volumes
Volumes are what we use to control bots. These are areas that you use in specific places to tell bots what to do. You can set an area for a bot to go right, left, jump, use boost, swing, etc. Bots by default just run forward like it's nothing, and we give them hints what to do in specific areas.
This design is very simple but as you noticed pretty flexible. You can tell bots when it's a good idea to use items for example.
Notes:
Play saved levels in Custom Games -- there's a new icon that shows yours and the levels you subscribed to.
There are no saws yet.
We're actively looking for feedback on the editor, so please don't be shy!
[edit]
We've added more features to the editor, checkout the video!
Thanks everyone for participating in the private level editor beta! We've got plenty of feedback. Now it's a question of time to integrate with the Steam Workshop.
As promised, we're sharing the full Hothead comic :) Also, Have a Speedy Valentines!
Amongst other things, we'll be showcasing SpeedRunners at GDC! Our booth is located next to the IGF Pavilion. We made a super accurate Unity Simulation of the booth's location.
This week we've showcased the game at Casual Connect Amsterdam, and Casper & Gert-Jan came up with a super neat feature. In the showcase version you can take over control of bots, and give it back to players. This way the game doesn't stop when someone decides he's had enough of speed and running.
Thanks everyone for participating in the private level editor beta! We've got plenty of feedback. Now it's a question of time to integrate with the Steam Workshop.
As promised, we're sharing the full Hothead comic :) Also, Have a Speedy Valentines!
Amongst other things, we'll be showcasing SpeedRunners at GDC! Our booth is located next to the IGF Pavilion. We made a super accurate Unity Simulation of the booth's location.
This week we've showcased the game at Casual Connect Amsterdam, and Casper & Gert-Jan came up with a super neat feature. In the showcase version you can take over control of bots, and give it back to players. This way the game doesn't stop when someone decides he's had enough of speed and running.
Yup, we're working on a level editor :) For couple of days we've been gathering limited feedback in the official forum thread, now it's time to expand it a little bit and get more people in.
The editor can be a bit tricky to use, so we made a video of it's current state, check it out: http://www.youtube.com/watch?v=2jlXPbVMpvM If you'd like to test this out, and most probably have your levels lost eventually -- head over to thefeedback thread to participate.
Also, we're preparing for GDC. We thought it'd be fun to have actual comic books there with SpeedRunners characters, we'll be revealing some of the comic books in the announcements. Here's the first page of Hothead's comic book:
Yup, we're working on a level editor :) For couple of days we've been gathering limited feedback in the official forum thread, now it's time to expand it a little bit and get more people in.
The editor can be a bit tricky to use, so we made a video of it's current state, check it out: http://www.youtube.com/watch?v=2jlXPbVMpvM If you'd like to test this out, and most probably have your levels lost eventually -- head over to thefeedback thread to participate.
Also, we're preparing for GDC. We thought it'd be fun to have actual comic books there with SpeedRunners characters, we'll be revealing some of the comic books in the announcements. Here's the first page of Hothead's comic book:
we just published an update that has some much-needed fixes for a couple of connectivity issues. These issues caused infinite loading screens and the camera not working properly at some times.
We know these issues have been bothering many players, so we're happy to finally be able to post a fix. So make sure you update to r21, and let us know if you're still experiencing any issues that need fixing!
we just published an update that has some much-needed fixes for a couple of connectivity issues. These issues caused infinite loading screens and the camera not working properly at some times.
We know these issues have been bothering many players, so we're happy to finally be able to post a fix. So make sure you update to r21, and let us know if you're still experiencing any issues that need fixing!
I've just published a new build that has a few bug fixes relating to the Origins mode. Some of these bugs allowed players to get an unfairly high score. This also means I've had to reset the leaderboards to make things fair again. Sorry about this!
In good news, we've added a restart button to the pause menu, so getting a new highscore should be easier! :)