MacBrickout - Level Editor

Level Editor
(Currently only available in the Mac Version)

MacBrickout's level editing features are only available in the registered version.

When you reach level 12 in the registered version, MacBrickout will tell you how to access the SECRET menu. To enter the level editor, select "Level..." from the SECRET menu. A dialog box will pop up. Choose the level you wish to edit from the popup menu and click on the "Edit..." button. This will cause a TOOLS menu to appear. All of your level editing features can be found in the TOOLS menu.

Click on one of the following links for information about:

the Tools Menu
the Bonus Menu
Brick Attributes
Ball Attributes
Teleporter Attributes
Gate Attributes
Trigger Switch Attributes

Selecting Objects
Click on any object to select it. You can drag a rectangle around a whole group of objects to select the entire group. Once an object or an entire group of objects is selected, you can drag the selection to a new location on the screen. Shift-Click to add individual objects to (or remove objects from) a group.

Deleting Objects
Select an object or a group of objects, then hit the delete key.

Copying Brick Attributes
To quickly copy the attributes from one brick to another, click on the first brick then hold down the option key. Now drag the cursor over some other bricks. The other bricks will instantly inherit most of the attributes of the first brick! The musical brick and size attributes will not be carried over.

Positioning and Sizing Bricks and Gates
Use the arrow keys to change the position of a selection of bricks or gates. This allows you to move your selection in 1-pixel increments. If you hold the shift key down while using the arrow keys, you can change the size of the selected items. Shift-up and shift-left reduces the size while shift- down and shift-right increases the size.

Note: If you add or remove levels to the level group by dragging them into or out of the group using the Finder, you will need to select "Arrange Levels" from the SECRET menu to make MacBrickout aware of the changes.

Tools Menu
New Brick
Allows you to add a single brick to your level. The size of the brick will be the same size as the last brick you selected. If no brick was previously selected, your new brick will default to a size of 40 pixels wide by 20 pixels high.

New Row
Allows you to add an entire row of bricks to your level. The brick size is determined by the size of the last brick you selected. MacBrickout will try to fit as many bricks as it can into the row.

This will show you (and allow you to edit) information about the particular object you selected. You can edit the attributes of a whole group of bricks at once by selecting the entire group, then choosing this function from the TOOLS menu. If the group contains unlike objects (for example, 10 bricks and a ball), this function will be disabled. For more information, see Object Attributes.

Show Layer
It's possible to place the bricks in different layers. Layer 1 is the bottommost layer. Layer 9 is on the top. This function allows you to select and edit single layers at a time.

Select All
This is an easy way to select every object in the playfield. A quick way to start fresh is to select all then hit the delete key.

Center Selection
This centers your selection horizontally on the screen.

Duplicate Selection
This allows you to quickly make copies of your selection and facilitates building levels quickly.

Add Ball...
Allows you to place a ball in a level. The first ball you place will be the initial starting ball. You must place at least one ball in each level.

Add Fruit
Allows you to place a fruit in a level

Add Vegetable
Allows you to place a vegetable in a level

Add Teleporter
Allows you to place a teleporter in a level

Add Trigger Switch
Allows you to place a trigger switch in a level

Add Gate
Allows you to place a gate in a level

Set Background Pattern
This will bring up a standard file dialog box containing a list of items to choose. Backgrounds can be obtained from other levels as well as PICT files. The PICT file's size can range from 8x8 pixels to 640x480 pixels.

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Texture Management
Here is where you can add textures to a level (or remove them). Each level can hold roughly 300K of textures (or approximately a full 640x480 screen). The maximum texture size is 64x64.

Apply Texture From Background
This function allows you to easily "paint" a large picture on a group of bricks. Here's what you do: Create a picture using your favorite paint program. The picture should be in 16-bit color and anything you want to come through as transparent should be bright white (255, 255, 255). Save it and make this picture the background in a level you're editing. Next, lay a bunch of bricks over the picture. When the picture is covered with bricks, select those bricks and select Apply Texture From Background from the Tools menu. The background picture will be cut up into nice little brick-sized textures and will be applied to those bricks. Now you can change the background to whatever you want and the bricks will retain the picture you applied!

Border Attributes:
This is where you define how the border looks. The different faces of the border can be a single color or a texture that was imported into the level via Texture Management. Applying a single color to each border face is pretty straight forward. One thing worth mentioning is you can option-click a color to set it to the last selected color. That way you don't have to edit each individual color to get them all to be the same. Applying textures to the border needs some explaining. The widths and/or heights of the textures have to be set to certain values. Here is a list of those values (in pixels):

 Name Width Height
 Left Facing141-64
 Top-Left Corner1420
Top Facing1-6420
Top-Right Corner1420
Right Facing141-64
Inner Left181-64
Inner Top *181-64
Inner Right181-64

Note: You can use the same texture for the inner-right and inner-left walls. MacBrickout displays the texture from left to right for the left wall and right to left for the right wall.

* The texture for the inner-top wall is tricky. You should draw the texture on its side so the width is 18 pixels and the height is 1 to 64 pixels. MacBrickout internally rotates this texture 90 degrees clockwise before displaying it.

Draw the inner wall textures as if you were looking at them straight on. MacBrickout automatically adds the 3D parallax later (where the details of the texture scrunch together as they get further away from you).

Here are the textures used for the brick border in the game. MacBrickout only reads PICT files so you'll have to convert them back to PICTS if you want to use them:

 Left Facing: 
 Top Facing: 
 Right Facing: 
 Inner Left/Right:
(Same texture for both)
 Inner Top: 
 Top Left: 
 Top Right: 

Name This Level
This is the name that appears at the top of the screen (right under the score bar). It is not required to specify a name.

Bonus Level
Putting a checkmark here tells MacBrickout that this is a bonus level. A BONUS menu, containing special options for bonus levels, will appear in the menu bar.

Reduce MULT
Check this item on levels where you know there will be a lot of balls on the screen. This will reduce the effectiveness of the multiplier and balance the scoring more evenly with the other levels.

Save Level...
Here is where you save your masterpiece.

Cancel, ABORT
If you decide you want to keep the original level, select this item and your level will be restored to its original condition before you started editing it.

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Bonus Level Options

Here is a description of the items found in the BONUS menu

Can't touch walls
Select this if you want the bonus level to end as soon as a ball touches a wall

Time Limit...
Select this if you want to impose a time limit on the bonus level. The value you specify is in seconds.

No Bubbles
You can turn bubbles off for this bonus level.

Full Paddle Range
Temporarily grant the player full range of their paddle for this level.

Fixed paddle...
Allows you to lock the paddle to a specified Y (vertical) coordinate on the screen.

Must Hit Ball Once
Select this if you want the level to end successfully if the user manages to hit the ball once. This could be used in a bonus level with a very fast moving ball aimed straight at the sand. The user would basically have one chance to hit the ball.

Avoid Balls
In this mode, hitting a ball would end the bonus level unsuccessfully.

Here, you specify what the user wins if they successfully complete this level.

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Object Attributes

When you select "Attributes..." from the TOOLS menu (command-I for short), a different dialog box will pop up depending on what type of object you selected. Here is a description of the different dialog boxes:
Brick Attributes

Width and Height
This allows you to view and/or change the dimensions of a brick.

Num Hits
This is the number of hits it takes for the brick to disappear. The range is from 1 to 5

Here, you specify which layer the brick resides in.

Gold / Gray Buttons
These facilitate making gold or gray bricks. If a group of bricks is selected, these buttons will only appear if you've checked both the "Color" checkbox and the "Num Hits / Layer" checkbox.

Color 1 - 5
This is the color of the brick at the specified hit level. For instance, if you put 5 in the Num Hits field so the brick must be hit 5 times, the brick will start off with color 5. If you hit the brick, it will turn to Color 4. Hit it again and it will go to Color 3, etc.

To the right of the color boxes, you'll find the texture boxes. Click on a texture box to choose a texture for that particular "hit" of the brick. Textures take presedence over colors so if you want a color to show, you'll need to set the texture to "NO TEXTURE".

Here's a secret trick: If you hold down the option key while clicking on "NO TEXTURE", you'll create a special "shadow brick". You won't be able to see the brick, just its shadow!

If the selected texture is smaller than the brick, it will tile until it fills the brick. If the texture is larger than the brick, only the upper-left portion of the texture will be displayed.

You can add and remove textures from a level by using the Texture Manager.

Apply to Group checkboxes.
These only show up if you have more than one brick selected. These allow you to specify what attributes you want applied to the entire group.

Normal Capsules and Special Capsules
Here you can select which capsules are allowed to fall from this brick (or group of bricks)

Bonus Brick
Turn this option on if you want the brick to be a special bonus brick. Enter the number of bonus points (1 - 65535) this brick is worth in the field below. It is not necessary for the user to destroy bonus bricks in order to complete the level. It's recommended that you place bonus bricks in difficult to reach areas and that you identify them with custom textures.

Always Drop a Capsule
This forces a brick to always drop a capsule. During the game, the capsule is chosen randomly from the list of capsules you selected.

All and None buttons
Click on All to check all of the capsule checkboxes. Click on None to uncheck all of the capsule checkboxes.

Add 5 to Timer
In bonus levels with a time limit, you can configure the bricks to add 5 seconds to the timer when they get knocked out by a ball.

Music Num
This allows you to configure musical bricks. You can have as many musical bricks in a level as you wish. The prize menus below allow you to set the prizes for the musical bricks. A typical setup would be to configure a brick with a musicNum of 1 and no prizes. Configure another brick with a musicNum of 2 and no prizes. Configure a 3rd brick with a musicNum of 3 and a fruit prize. In the game, the fruit will only appear if those three bricks are hit consecutively and in order.

Ball Direction
If you configure a musical brick to drop a ball prize, a field will appear allowing you to enter a starting direction for that ball. 0 is straight up, 90 is directly to the right. Any value from 0 to 359 is valid. Any value greater than 359 will be treated as a random angle.

The brick will not cast a shadow if you turn this off.

When this is checked, multiple-hit bricks will flash when hit. If you have a multiple-hit brick that sequences through different textures each time it is hit, you may elect to turn this off.

Allows you to choose a sound for the selected brick(s).

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Ball Attributes

X and Y
This is the position of the ball on the screen. X is the horizontal position and Y is the vertical position.

Starting Angle
This is the starting direction of travel in degrees. 0 degrees is straight up, 90 degrees is directly right, 180 degrees is straight down and 270 degrees is directly left.

Angle Deviation
This is the amount of random variance from the starting angle (in degrees) you wish to allow. A good technique is to set a starting angle of 180 and an angle deviation of 45 degrees.

Starting Speed
This is the starting speed of the ball in pixels per second. 390 is a good value to start with.

Collision Mode

  • Off, Speed Slow
    Collision with bricks is turned off (until the ball hits the paddle). The ball's speed is reduced until it hits the paddle. This is the
    standard choice

  • Off, Speed Normal
    Same as above but the ball's speed is not reduced.

  • On
    The ball starts off as if it had already hit the paddle (speed normal, collision with bricks turned on)

  • On, Don't Kill Bricks
    Collision with bricks is on, but the ball just bounces off of them without destroying them. After making this selection, when you
    leave this dialog box, the ball will have a large white rectangle around it. As soon as the ball leaves this rectangle it will begin
    destroying bricks. You can drag the edges of this "cage" rectangle to conform to the edges of a rectangular brick cavity. That way,
    the ball will bounce harmlessly in the brick cavity until the user knocks one of the bricks out. As soon as the ball leaves that rectangle
    (through the hole left by the missing brick), it will instantly become an active ball and start destroying bricks.
Ball Type
This allows you to start levels off with any type of ball you wish. Normally, you would start a level off with a green ball.

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Teleporter Attributes

Teleport To:
Allows you to specify which teleporter to go to.

Change Angle
Click on this checkbox and the teleporter will change the direction of any object coming out of it. An Angle EditText field pops up. Enter any angle from 0 to 359. You can specify a random angle by entering a value larger than 359.

Starting Position
This is where the teleporter resides on the screen.

Ending Position
If different than the starting position, the teleporter will oscillate back and forth between the two points.

Speed (in pixels per second) that the teleporter travels between the two points. 150 is a good value.

Delete At End Of Path
Check this checkbox to cause the teleporter to disappear when it reaches the end of its path. This is useful if you wish to have a teleporter move across the screen at the beginning of a level and disappear if the user takes too long to hit it.

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Gate Attributes

The size (in pixels) of the gate in its fully closed position.

The size (in pixels) of the gate in its fully open position.

The channel number this gate receives on. Any trigger switch set to this channel will open and close this gate.

Num Requests
The number of open or close requests needed to activate this gate. If you set this value to 3, you would need three separate trigger switches broadcasting on this gate's channel in order to activate this gate.

This determines which side of the gate remains stationary.

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Trigger Switch Attributes

There is only one value here. This is the channel on which you wish to broadcast. Any gate on this channel will activate when this trigger switch is hit.
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